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Material system for a raytracer

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Hi all, I'm designing the material system for my raytracer, and I would like to have some input or references from you guys. I have (guess that) a material base class. Children can implement many different materials. But I'm a bit interested by how pbrt manages materials, where reflective and transmissive properties are defined by a set of BRDF and BSDF. I find that extremely cool from a point of view, but also a bit limiting: if I want a material that does something different (also phisically impossible) I'm prevended to do so because the other parts of the system expect all surfaces to be defined that way. In addition, it does not allow SSS. What I would like to have are other examples (or papers) about how to model surface features in a simple thus flexible way. So far I've found a few papers about BSSDF, but more from a theoretical point of view. Any suggestion? Thank you!

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