1 vote

Adding cos(θ) from rendering equation ruins the renderings

What coordinate system did you use for intersection.normal and scattered_ray.direction? A typical way would be sampling the scattering direction in the local space and then transforming it into the ...
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  • 11
1 vote

Adding cos(θ) from rendering equation ruins the renderings

Your rendering without the cosine is probably wrong since you're using uniform sphere sampling and the cosine must be the there (unless you assume your brdfs contain a term 1/cos(theta)). Also do this:...
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  • 1,837

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