![]() The second option came up with 1000 samples by default, and takes a bit longer to render per pass. I find that Diffuse gives a slightly more natural and brighter result, comparable to what we get with Path Tracing. We’re talking a 20 second variation here between the options. ![]() The impact on render time is negligible, but as you can imagine Diffuse takes the longest, while off is the most efficient. The diffuse option adds Global Illumination = off Global Illumination = Diffuse Here are the other two variations for completion. Ambient Occlusion (default, as used above).Note that we have three options for Global Illumination: Direct Lighting, 500 samples – 01:53 Direct Light, 2000 samples – 07:15 Just to make sure, I took another pass with 4x the samples, but it still had grain. Without the denoiser grain is a bit much, with with it enabled it looks fine. ![]() It came up with 500 samples as a default, which is why I’ve rendered it as such. The default option, or rather the first one in the list is Direct Light. These were saved as 16 bit PNG files (click to enlarge). Until that point, minor grain is visible. The renders below were done at 2000×1500 with the built-in denoiser, which kicks in at the end of the image. Let’s see if we can visually detect any differences. Rather than read the manual, which I’m sure would explain what the difference between each option, I did a few test renders of the scene we built. However, there appear to be four different types of options on how to achieve that. It’s easy to get brain overload with so many sliders! After some fiddling though, I discovered how to render the final image. In a recent stream I got accustomed with some of the options of the Octane Plugin for DAZ Studio.
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