Glass

In an utter attempt to ignore the shortcomings of classic pathtracing I recently added a quite pleasing glass material to the ray tracer. It uses specular reflection and refraction, stresses Fresnel’s equations for dielectrics to figure out the amount of reflected light and it even handles total internal reflection. I really like the depth in the left part of the sphere.

Sadly, a simple path tracer has a hard time finding the caustic paths, which leads to an area of noise where parts of the caustic are supposed to be. This was an over night render, and I did not dare to wait a week for the noise to vanish.


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