Re: Light Leaks using extruded splines
I think you need to look at your photons again. 'photons per sample' is the number of photon hits to an area that it will approximate over when looking or the general light level. ie. '1 photon per sample' will place 1 GI sample at every photon bounce leading to a very very 'blotchy' render. the trick is to keep this value as low as possible to retain the tightest GI solution. the actual number of photons emitted into the scene is controlled by the 'average GI photons per light' value.
if you set the 'photons per sample' to 250000 it will just average each GI sample over the entire number of photons in the scene.
try emitting 100000 photons from your sun and averaging over 250 phtons per sample. optimised your GI for your FG (checkbox) and merge nearby sample to 0.0 so that two samples placed over each other will be discounted.
hope that helps.
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