Muhomor

By Natalia Posnova

Implemented features

Alpha Masking

Before / After

Without With

Alpha masking cuts out geometry using an alpha texture (leaves, thin details) so silhouettes become clean and physically plausible

Clearcoat Material

Before / After

Without With

Implementing clearcoat as an additional specular layer on top of the base BSDF. A separate Fresnel controlled lobe was evaluated and combined with the underlying material while preserving energy conservation.

Normal Mapping

Before / After

Without With

Implementing normal map by transforming normals from tangent space to world space. The resulting shading normal modifies lighting response without changing the actual geometry.

Improved Environment Sampling

Before / After

Without With

Implementing Improved environment sampling using importance sampling of the HDR map. A luminance weighted CDF is used to sample bright regions more frequently, reducing noise and improving convergence.

Iridescence

Before / After

Without With

Imlementing Iridescence by computing Airy reflectance for RGB wavelengths based on view angle and film thickness, resulting in the characteristic rainbow-like gradients.

Image Denoising

Before / After

Without With

Implementing Image denoising as a post-process using Intel Open Image Denoise (OIDN). It reduces Monte Carlo noise in the final render while preserving edges and important details, making low-sample renders look more clean.