
fresnel

issues have been fixed, rough refractions/reflections took 35 minutes to render

fixed prior issue

translucent shadow is back... with new issues probably due to clamping, with how I revised the shadow pipeline to remove recursion. But I find the shaded shadow interesting, as thats no doubt a result of the absorption, where the further distance shadow rays have more light lost, resulting in a darker shadow near the bottom, no soft shadows necessary.

Turned on backface shading for the blue sphere, resulting in a darker sphere due to how I handled absorption/transparency and backfaces but whats mroe interesting is the specular reflection visible on the inside of the sphere though technically incorrect as its not refracted. Also the colored shadow is missing, suggesting an error in its calculation with backfaces.

fixed ior, had to invert on backface

test only- IOR=1

Soft shadows and roughness turned off, something funky going on with the refraction

More sampling yields less noise at a greater computation cost

Rough reflections and randomized distribution for soft shadows, looks more smooth but with many more artifacts due to the lights radius value being too large most likely

Reflection implemented new shadow casting pipeline, no change visible but it will be once refractions/translucency implemented