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It also becomes important for rendering glass and other highly refractive substances. Some conventional RGB rendering engines can mimic dispersion, but with spe
by turnsout 11mo ago
It also becomes important for rendering glass and other highly refractive substances. Some conventional RGB rendering engines can mimic dispersion, but with spectral rendering you get it "for free."
- rf15 11mo agoYou would still need to provide extra logic/data to do dispersion/refraction curves for materials, it's hardly "for free"
- pixelesque 11mo agoOne issue with Hero Wavelength sampling (mentioned in article) is that because IOR is wavelength-dependent, after a refraction event, you basically lose the non-hero wavelengths, so you get the colour noise again through refraction.