hello guys, i have a simple question for you:
when we used direct computation for secondary bounces, to increase amount of light (bounces), we increase depth value... how do we do this in light map? how do we increase bounces in light map?
when we used direct computation for secondary bounces, to increase amount of light (bounces), we increase depth value... how do we do this in light map? how do we increase bounces in light map?
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