
In the end, I settled for the FG settings returned by Automatic Compute (see below), an accuracy of 200, presampling density of 1 (the default - after trying everything from 0.1 to 0.9) and good anti-aliasing settings - this gave a very smooth shadow shading over large areas but missed out smaller details.
So to rectify this I used an Ambient Occlusion shader and Toon_Ink_Lens shader for the camera shader to get the detail missing from the FG solution. (If I render this again I'll use a seperate AO pass for better control.):-
acc 200
min 30 max 100 (rounded up from auto-compute result)
bounce 1
pre-sampling 1
filter 1
multiplier 1.5 1.5 1.5
trace depth 4 4 8
4:38:19.28 for rendering - 3000 x 2256 pixels
1:03:40.40 for computing finalgather points
AA= min 0 max 3 (mitchell) (0.101 0.101 0.101)
I used Photoshop 6.0 to bring back some of the contrast, and stick a little glow on the spots.
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