Rays past the critical angle get trapped inside the medium, paths get longer, translucency gets richer. All cool :) but..
Issue: albedo remaps are not fitted considering internal boundaries and colors come back darker. Fix: pre-correct the albedo via Ri, the internal Fresnel.
Rays past the critical angle get trapped inside the medium, paths get longer, translucency gets richer. All cool :) but..
Issue: albedo remaps are not fitted considering internal boundaries and colors come back darker. Fix: pre-correct the albedo via Ri, the internal Fresnel.