RenderKit/oidn

What albedo / normals AOVs to feed the denosier with "near"-specular materials (roughness < 0.15 for example)?

TomClabault opened this issue · 0 comments

It makes sense that when the primary ray hits a perfectly specular material, the albedo & normals AOVs will only consider the secondary hit if it is itself non perfectly specular.

What about materials that are not exactly using a delta BSDF but very close to it? The OIDN guide does give some directions for handling layered / metallic / coated materials but it is still unclear to me what I should do exactly for close-to-specular materials.

Should I average the first hit and the second hit? But at this point, why not continue on the third hit?