It's not an issue, its rather a problem of approach:
Generally the better looking/detailed trees and grass are, the more the Light Cache computation takes.
I wonder if anybody knows any good practice for fighting this effect (any "golden rule" on light cache parameters, choosing some other GI engine or anything else..)
?
Generally the better looking/detailed trees and grass are, the more the Light Cache computation takes.
I wonder if anybody knows any good practice for fighting this effect (any "golden rule" on light cache parameters, choosing some other GI engine or anything else..)
?
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