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PBR rendering and various improvements #41

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MichaelMoroz
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I thought I'd add PBR rendering and see how it would look like. In some cases the fractals look awesome, in others not so much. I guess each level should have their own metallic and roughness coefficient for best looks. Probably using an orbit trap to generate the coefficients would look even better, but I haven't tried it yet.
Here are some example screenshots with 0.6 metallic and 0.3 roughness:
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Roughness 0.8 and 0.1 metallic:
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