Hi there,
I read a post a while back about a setting that we could adjust in order to clear up indoor lighting in places wher eteh scene was dark, i get really granular fuzzy results using mesh lights and places that are not getting a lot of light. I don't want to ad d lights as ti blows out that area and looks unnatural.
Is there a setting i can mess with to help this ?
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hi,
I think you are talking about the Sampling rate value of the emitter nodes
The sampling rate allows to choose which emitters will receive more samples, the value can go from 1 to 10000, if set to 0 the light has no direct light contribution.
ciao beppe
I think you are talking about the Sampling rate value of the emitter nodes

The sampling rate allows to choose which emitters will receive more samples, the value can go from 1 to 10000, if set to 0 the light has no direct light contribution.
ciao beppe
How about the 'Path Termination Power' in the kernel settings? Could that make the difference? Of course increasing sampling rate for mesh lights helps definitely as well.bepeg4d wrote:hi,
I think you are talking about the Sampling rate value of the emitter nodes![]()
The sampling rate allows to choose which emitters will receive more samples, the value can go from 1 to 10000, if set to 0 the light has no direct light contribution.
ciao beppe
Maybe the topic/thread in question is this one:
viewtopic.php?f=45&t=47788
Birdovous
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Master: Core i7 2600K, 32GB RAM, 2x EVGA GTX Titan X (SC)
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good point birdovous, I thought about the emitters themselves instead of the entire render...
Path Termination Power should be right answer, reducing the value, you loose some speed but the dark corners will be cleaned
ciao beppe
Path Termination Power should be right answer, reducing the value, you loose some speed but the dark corners will be cleaned

ciao beppe