Hi, I came across the course note Physically Based Shader Design in Arnold.
Really like the design concepts mentioned in it for production shaders, especially stuff related to Fresnel reflection, Russian Roulette splitting and path termination for efficiency optimizations, and Light Groups.
Cheers.
Really like the design concepts mentioned in it for production shaders, especially stuff related to Fresnel reflection, Russian Roulette splitting and path termination for efficiency optimizations, and Light Groups.
Cheers.
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