3dreamstudios wrote:LightwaveGuru wrote:3dreamstudios wrote:
PS: I'm using Direct Lighting, Ambient Occlusion. I do not have the time to use Diffuse or PMC.
Wrong Kernel. For that you have to use the Path Tracing Kernel. The Direct Lighting Kernel (with amb occ) can not Trace what you want...it have a reason that the name is DIRECT Lightning...so the DL KLernel is better for outside environment scenes...
if you need full tracing for all lights you need the PT or PMC-Kernel...
snip lwguru
Fully aware if I wanted bounced light I would need different kernel. I was just wondering why even with direct lighting (no bounce) such a setup would make the samples quality solution go way down in time. Just so I can understand what's going on under the hood so to speak. Makes no sense to me...
If there are not bounced rays, with DL in this situation, would I not get the rays coming through the window and only the rays inside (which solve quite quickly). Why is it that with a very bright light outside it reduces the quality solving timeline quite a bit?
load the PT Kernel....GI Clamp to 1 ...ray depth 8-12...good luck and remember...OCtane is a PBR so the maximum sunlight is for linear set ups is in ideal 1 and not higher...if you go higher you produce from time to time hot pixel and artefacts.....(for example if you have much glossy nodes with out refl. blurring)
snip lwuguru