I think thats right. i use it that way or for animation were you dont need to much detail cause of the motion of the camera.I dont know if im totaly right , but for me it gos perfect
just a quick example: same scene rendered with adaptive qmc aa, default irr map parameters, and no secondary bounces. only one light in scene, on the left store with irr map is on, on the right is off.
as you can see there are a couple of things to notice: since the shadows get sampled with the irr map, when store it’s checked, depending on your parameters you can loose detail and smooth things out a bit too much (especially the area just below the handle of the teapot).
it renders faster when store it’s on, almost twice as fast in this case.
last thing to notice, I unchecked trace reflections in the mat properties for the teapot, and as you can see, since speculars don’t get stored in the irr map, you totally loose them.
I guess more expert users can explain things much better then I, but anyway, hope this helps a bit.
percydaman:
that will definitely get rid of noise, but you might start to see some splotches depending on other settings
He is speaking about the same thing then.
Turning “Store with IRR map” ON will decrease the quality of render so it means no noise, but splotchenes may occur. How would you get rid of it?
Raising your globall sampling multiplier or particular lights sampling? But this will prelong rendering time … so I would have same rendering time as with “Store with IRR map” OFF … :shock: … preaty much of alchemy
first thing i try is raising hpsh subdivs and see if it removes splotches from the area lights.