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Hi,
I was quite annoyed by the mistakes that I found in the PBRT implementation of the Disney BSDF and corrected them. As I explained in #313 (comment) , having a specular transmission lobe turns out to be problematic since all different lobes are sampled with the same probability. Thus, if the ray is inside the material, every time there is a surface interaction most of the samples are wasted. In order to overcome this problem, I discarded the transmission lobe. Right now,
spec_trans
parameter is set0
and discarded in3D
(not thin) configuration.I also corrected the mistakes and compared the material model with Mitsuba by creating 20 renderings. They match.