Original Post
I would like to use the Fresnel reflectance equation to control the materials in my raytracer. Especially for rendering water.
Can someone explain a system using the Fresnel equation and how to relate specularity, diffuse, refraction etc...
I would also like the shader to be able to be used in a Monte-Carlo path-tracer so I also need the probability of different events at an intersection point. I.e specular reflection or diffuse reflection or refraction or...
Cheers,