I am writing a path tracer. And I am ready to add more materials.I added a mirror like this : `
Spectrum MirrorBSDF::f(const Vector3D& wo, const Vector3D& wi) {
return reflectance * (1.0 / abs_cos_theta(wo));
}
` But I do not know how to evaluate the BSDF of the glass material.Someone know? Thanks.
I implementd it. but something is error.My render image is this:
.Why have some dark color around sphere?