Why we get dark diffused sphere in places where normals a almost perpendicular to the plane ? #1300
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tempdeltavalue
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I get such sphere (in glsl), I assume what something wrong with random, "upper hemisphere" random vectors point in direction opposite to surface , or addition to normal cancel out scattered ray https://github.com/tempdeltavalue/visual_temp/blob/main/visual_temp/glsl/ray_tracing/fragment.glsl |
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As I understand these ray just should be bounced "to the viewer" without recursive colour decreasing ..
Thank you !
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