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In current implementation, a BSDF stores full textures (ex. an albedo map in diffuse BSDF). We want to use a material to store the textures, and construct the actual BSDF at the intersection surface at runtime.
In current implementation, a BSDF stores full textures (ex. an albedo map in diffuse BSDF). We want to use a material to store the textures, and construct the actual BSDF at the intersection surface at runtime.