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The 0.5 here says we will 50% use cosineSampleHemisphere and 50% use use importanceSampleGGX. So, the 0.5 is a factor to determine multiple importance sampling strategy. If everything is right, the converge result should not vary from diffrent choices.
In
DisneyBSDF.glsl
:The 0.5 here says we will 50% use cosineSampleHemisphere and 50% use use importanceSampleGGX. So, the 0.5 is a factor to determine multiple importance sampling strategy. If everything is right, the converge result should not vary from diffrent choices.
However, if you change diffuseRatio like,
you will get different rendering results (test scene is
hyperion.scene
, observable difference below the white sphere ).Is it a bug?
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