genBSDF with proxy geometry for five-phase method

Regarding #2, I would include the glazing as part of the system for a more efficient rendering calculation. The only reason to exclude the glazing would be because you were going to vary just that, since you don’t need a BSDF to model most glazing types. By combining it with your perforated material, you avoid computing interreflections between the glazing and the shading system during rendering.