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Use
collect off in objects that photons do not hit. Just put photons { collect off }
in the object's definition.
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Use
collect off in glass objects.
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Use
autostop unless it causes problems.
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A big tip is to make sure that all of the final densities of photons are of the same general magnitude. You do
not want spots with really high density photons and another area with really low density photons. You will always
have some variation (which is a good thing), but having really big differences in photon density is what causes some
scenes to take many hours to render.
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