Hoping to work towards a physically-accurate spectral pathtracer, specifically for the purpose of producing low resolution offline images that look like it was taken with a shitty camera with tons of optical artifacts
Diffuse glass tests (not really accurate or something I'll keep, I just got distracted and wanted to try it lol)
You only get to see the world via SSTV transmissions & by controlling a rover that can only send back a tiny bit of data at a time through weak radio signals (that the game does not explain how to decode, making it more of a black box that demands figuring out).
Here I'm bouncing around intensities of wavelengths of light with the rays, rather than discrete RGB channel values, and then convert back into RGB colors at the end of a render. This lets me do cool looking lens effects & color diffraction stuff, as well as simulate some generally more accurate light behaviors (at least, it will once I get the whole thing working right).
However, it also means I can't really easily just work with arbitrary colors. I need to actually figure out the spectral properties of the materials I want to simulate & figure out how to make them bounce the colors I want, which is quite tricky so far for someone like me who has no academic experience with math or physics.
