[Feature request] Stochastic SSR (SSSR) #29
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Description
Stochastic SSR is a more realistic but also more costly SSR implementation which handles rough surfaces more realistically. The current solution struggles to represent rough materials realistically. LVutner had a decent proof-of-concept, demoed in this video.
Here's their fork and some BRDF work: https://github.com/LVutner/armory/tree/lv_brdf_fixes
Supposedly, this technique can potentially support screen-space refraction!
There are likely some optimizations to be made here, and of course we need to blend the environment cubemap with the reflection. Perhaps we could reach out and LVutner could finish this themselves? They seem quite smart!