6/5 Update
Built off previous 20% contribution from shooting through, now give rays chance to either reflect or shoot through the object. Based on https://computergraphics.stackexchange.com/questions/2482/choosing-reflection-or-refraction-in-path-tracing. The random chance of reflecting vs refracting is based on ior of jade to air and getting the fresnel value off that (Slide 21 of https://www.brown.edu/research/labs/mittleman/sites/brown.edu.research.labs.mittleman/files/uploads/lecture13_0.pdf). Using ior of 2.42 for jade and ior of 1.0 for air. Integrated with existing rr code.
Compared to previous 20% contribution, more light shines through the thin surfaces
New colors to try to get closer to jade
0.00 0.4 0.05
diffuse 0.00 0.659 0.42 (https://www.colorhexa.com/00a86b)
For some reason this one is super blue, might be an algorithm issue instead of a color issue?
Here's the same set of colors with a slightly different algorithm
Same algorithm with the 2nd coloring
Imo first algorithm looks slightly closer? Both are still far off from actual jade materials though. Object also still appears to be emissive. Right now, the contribution from jade is just the diffuse of the material. Next update will be trying to change the way color is accumulated for the jade maybe based on ggx or just basic phong shading.





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