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Hi, I'm following the first book's guide and noticed some parts around the fuzzy metal hittable sphere are darker than the center. I suspected it's because when the reflected vector is closer to the surface, where dot(hit.normal, reflected) is closer to 0, a random unit vector multiplied by a big fuzz will make the final scattered ray point inside the sphere. I added a dot check, multiplied the fuzz vector by the dot product, and solved the problem.
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