So I'm adding spherical area lights to my application, and comparing my results with mitsuba, I am getting some differences (left is my approach, right is mitsuba - a pathtraced reference): What I am mainly noticing is that: The specular is way too bright for roughness values over 0.5 The specular shape gets "flat" (Left-mine, Right-mitsuba, noise caused by low sample count): --- I am using the closest point approximation and the normalization term proposed in Real Shading in UE4, that is: (r...