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    $\begingroup$ @VítGardoň your eval fnc for example will get back with the accumulated Fresnel computed during the BRDF (the one in FDG/.. divided by the number of samples.. that's the 'rough Fresnel' or 'glossy Fresnel'... for example in vray they did it wrong for years and onyl recently made it correct.. take a look at the last image in this link.. chaosgroup.com/blog/understanding-glossy-fresnel $\endgroup$ Commented Apr 23, 2020 at 21:44
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    $\begingroup$ @VítGardoň exactly that ! You use the normal from the micro facets which is every time different and not always the same as your macro surface normal. $\endgroup$ Commented Apr 23, 2020 at 21:48
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    $\begingroup$ @VítGardoň And for pure pathtracing it's there that you go stochastic and pick your lobe... so you don't need to accumulate. $\endgroup$ Commented Apr 23, 2020 at 21:49
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    $\begingroup$ @VítGardoň added some code to the answer so you can inspect it a bit. Sry to late here to type it .. $\endgroup$ Commented Apr 23, 2020 at 22:10
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    $\begingroup$ @VítGardoň the code is just about Fresnel. I don't split there because I'm accumulating Fresnel. For splitting.. take a look at Mitsuba code for example (around line 318.. github.com/mitsuba-renderer/mitsuba/blob/master/src/bsdfs/… $\endgroup$ Commented Apr 24, 2020 at 17:01