# References
In order to ensure consistent visuals across platforms we have to create references.
# Materials
some selected colors (rough…glossy)
two sided plane / doubleSided
billboard alphaCutout + doubleSided
clear glass
colored clear glass
cloudy glass
colored cloudy glass
tree leaves
semi-transparent paper rough transmission or opacity?
light-flare additive blending? emission?
# Lighting
- Simple one directional light
- Reference HDR environment map
# Object
- Sphere
- lte-orb (from https://pbrt.org/scenes-v3.html (opens new window) )
- Different (real world) sizes
# Scene
- Floor with unit pattern
# Renderer
- pbrt-v3 (opens new window)
- mitsuba (opens new window)
- Cycles
- Unity
- Unity LDRP
- Three js / Pixotron