Lambert-Sphere BRDF
In our journey on diffuse shading we have seen how a diffuse principled implementation better suites modern workflows than the classical Oren-Nayar implementation. The main offender on the Oren-Nayar implementation (rombo DiffuseGeneralized, Arnold Std Material) is that it is based on single scattering and so it leaks energy (diffuse gets too dark with increasing roughness).[…]