Warp wrote:
> Speaking of which, does it handle total internal reflection properly?
Yeah, I think it does. But I don't have proper objects to test it
properly so I'm not 100% sure yet. I tried to place camera inside a
glass sphere and I did saw internal reflection (basically you see a
circular "window" and the outside is dark).
> (OTOH, that would also be something which should be specified with a
> physically accurate BRDF instead of being hard-coded into the renderer...)
I have no idea how to represent an arbitary BRDF or BSDF. But you get
quite far even with traditional refraction/specular/diffuse models.
Post a reply to this message
|