A small forest story
Alpha masking cuts out geometry using an alpha texture (leaves, thin details) so silhouettes become clean and physically plausible
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.
Implementing normal map by transforming normals from tangent space to world space. The resulting shading normal modifies lighting response without changing the actual geometry.
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.
Imlementing Iridescence by computing Airy reflectance for RGB wavelengths based on view angle and film thickness, resulting in the characteristic rainbow-like gradients.
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.