Definitely better to reign those in (don't use accuracy 500 like I've seen some use haha) and use the Filter. It'll help smooth things out in a testing sense, or can even try that for final renders if you're otherwise needing to crank those initial values too high. 6 density, 40 interp, 1 secondary bounce (if you're using all mia's in your scene, you get a free bounce anyway too).Ī Filter of 1 in the FG Quality tab is very useful too. I tend to test with FG with about (can vary): 64 accuracy. I rock a little more interpolation (accuracy, density, interp = all work together and if you use them wisely, you can get some great bang for your buck results, cheap on time). Obviously Mitchell or Laz, its deciding that for you even more (in terms of sharpness), and adds to your render time. It gives you the most leeway with a sharp enough image where you can manipulate it either way in post (sharper, duller). I like Triangle filter instead of Gauss, and still 2.0 and 2.0. You mention 40 being high, in your diagram, which is good to note. Linear workflow and other changes like physically correct lights (quadratic decay) are things to think about if you're interested in those things.
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