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Related to #274
See here:
three-gpu-pathtracer/src/materials/PhysicalPathTracingMaterial.js
Lines 891 to 902 in 1bb778b
| vec3 attenuatedColor; | |
| if ( | |
| envPdf > 0.0 && | |
| isDirectionValid( envDirection, normal, faceNormal ) && | |
| ! attenuateHit( bvh, rayOrigin, envDirection, bounces - i, isShadowRay, attenuatedColor ) | |
| ) { | |
| // get the material pdf | |
| vec3 sampleColor; | |
| float envMaterialPdf = bsdfResult( outgoing, clearcoatOutgoing, normalize( invBasis * envDirection ), normalize( clearcoatInvBasis * envDirection ), surfaceRec, sampleColor ); | |
| bool isValidSampleColor = all( greaterThanEqual( sampleColor, vec3( 0.0 ) ) ); | |
| if ( envMaterialPdf > 0.0 && isValidSampleColor ) { |
Maybe it makes sense to be able to determine the specular PDF without getting the full set of material properties.
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