-
Notifications
You must be signed in to change notification settings - Fork 18
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Making roughness ranges all [0,1] #160
Making roughness ranges all [0,1] #160
Conversation
# Conflicts: # index.html
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
LGTM.
Approved, pending resolution of the conflict between #157 and this one.
index.html
Outdated
@@ -713,7 +713,7 @@ | |||
\begin{equation} | |||
V_d = \frac{\mathtt{transmission\_dispersion\_abbe\_number}} {\mathtt{transmission\_dispersion\_scale}} \ . | |||
\end{equation} | |||
At the default **`transmission_dispersion_scale`** of zero, the Abbe number is infinite, which corresponds to no dispersion. At the maximum of 1, the Abbe number peaks at $V_d$ = **`transmission_dispersion_abbe_number`** which defaults to 20. | |||
At the default **`transmission_dispersion_scale`** of zero, the Abbe number is infinite, which corresponds to no dispersion. At the maximum of 1, the Abbe number peaks at $V_d = \mathtt{transmission\_dispersion\_abbe\_number}$ which defaults to 20. |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Looks like this change is conflicting between #157 and here.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
LGTM
As discussed in #143, this PR fixes up the stated roughness ranges to forbid roughness > 1. It isn't useful to allow the roughness to exceed a soft-max at 1, as the appearance is unconvincing (looks like fabric, as the microfacets are mostly vertical -- which is not "rough", and we have a dedicated fuzz layer for this kind of appearance).