medzo wrote:sorry i made a mistake. when i was talking about recurse i meant path tracing with (recursed) limited bounce around 8 (of course because of the glass).
In my tests i also found that path tracing with low recurse value produces quite fast renders and also the light does not bounce so much producing visualy pleasing transitions between light and shadow.
I think good balanced value for Path Tracing is 5. Under this amount transport of photons starting be poor. Over is too much for calculation and no big different in light.
Too dark shadows you can reduce by tonemaping.
That problem You can notice in Octane render for example. Use real Path Tracing mode with recurse 5 or more dramatically increase time of render. Of course this problem is huge in interiors where almost all photons must be calculated from one to five recurse..only a few percent escape by windows after one or two bounce.
So to avoid long render in Octane you can switch render mode to DIRECT MODE + Occlusion system. Then is very fast but is one problem: render is artificial because most of GI is simulated by DIRECT MODE and OCC.
The time to receive clean render in Octane is infinite. We can only wait up to moment when noise will be acceptable for us....
Situation is the same in Kray. We can raise up min/max FG for Path Tracing forever and still will be small noise. For my render with Bugatti I used FG 1000/0 and this was acceptable for me . Scene is almost empty and contain a lot reflection surfaces. I could reduce it even to 200/0 so render would be 2 times faster.
In interiors even FG 10.000 is not enough
