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Thanks again for your response! I think I'm going to wrap my float as a uniform spectrum, which I think is cleaner than converting the float to a texture.

For anyone reading this, I'm going to mark this comment as the answer because I'm going to include some example working code about this discussion, but I want to mention both @njroussel and @rtabbara for helping me out with this question I had.

Here is the code that I have now:

import mitsuba as mi
import drjit as dr

mi.set_variant('cuda_ad_rgb')


# A Custom BSDF, this example works like a perfectly diffuse BSDF
# which also has a monochromatic attribute that does nothing to the
# actual rendering
class CustomBSDF(mi.BSDF):
    def __…

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@Frollo24
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@Frollo24
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@rtabbara
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