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@@ -93,4 +93,8 @@ To make the shadows look more realistic, I had to implement the Lambertian refle
The last issue left in the chapter is the darkness of the image and it's due to some strange linear-gamma space conversion? I don't quite understand how that works, but by taking the square root of the colour values we get the right brightness. Nice
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+### Chapter 8: The Materials struct and Metals
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+In this chapter I made a special struct that saves the properties of the material (its fuzz and albedo) and checks whether it is lambertian or metallic. Working without OOP gets a bit awkward here and I had some problems with debugging (due to pointers)
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