 		fF = fF + 4*nSkin*pow(1- cosTheta,5.0) + nK*nK;
 	
 	// do this division if its not on relative scale
-	fF = fF/ ((nSkin + 1.0)* (nSkin + 1.0) + nK*nK);
-	
-	return fF;
+	fF = fF / ((nSkin + 1.0)* (nSkin + 1.0) + nK*nK);
+	
+	return fF/R0;
 }
 
 vec3 rescaleXYZ(float X, float Y, float Z, int index){

	// relative Fresnel Factor
	float F = getFresnelFactorAbsolute(K1, K2);
	F = F*F;
	float cosNumNumSamples = cos(thetaR)*dimN*dimN;
	
	// compute G part
	float G = pow(1 - dot(K1,K2), 2.0); 
	

	
	float uv_sqr = pow(u*u+v*v, 0.5);

	float iterMax = 300.0;
	float lambdaStep = (lambda_max - lambda_min)/(iterMax-1.0);
	float F2 = fFByR0*fFByR0;
	
