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> > * Did you use importance sampling?
>
> Yes, in the updated scene only.
>
Then did you check by putting explicit importance values everywhere that your
samples may no longer get lost on far off or less valuable areas?
> > * Did you use *any* fresnel outside reflection block?
> > * Did you use albedo keyword?
Since both of these are newer features, does deactivating them everywhere solve
the excessive light?
> > * Did you use conserve_energy for all reflective materials?
>
> Yes, on non-metallic materials only, in both scenes.
>
Strange, I would use it primarily on metallic materials, am I completely wrong
in this usual workflow assumption? or is yours a result of some other
constraint?
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