PBR lights:Physically Correct Attenuation

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hi
I'm trying to setup a interior PBR scene, as soon as i use Physically Correct Attenuation on my lights the scene becomes to noisy to even see whats going on.

so the question is, are we NOT supposed to use physically correct lights for physically based rendering? :?

jason
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I would assume the scale of your scene would be very important.
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Ok, this is just a gut feeling, but you might want to check if you have a light source very close to a surface, making a very bright spot.

Realistic falloff means 1 / (distance^2), and, depending on how it's implemented in render engines, that means that it might approach infinity when distance to light approaches zero. If one sampling ray of a given pixel hits a very very bright spot created this way, it can overwhelm all the other samples and produce really nasty noise.

.. or of course it could also be something very different, my gut is a fickle thing

eetu.
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hi
thx for the reply's

ok so I'm doing some tests on this.
what I'm noticing is a huge increase in noise when i add a fill(point light) or environment light to the scene, there is still alot of noise at 30x30 samples.
take note of the render times/noise/samples on the Half Attenuation render vs the Physically Correct one

another thing, is the grid area light supposed to create a circular hotspot?

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jason
HOD fx and lighting @ blackginger
https://vimeo.com/jasonslabber [vimeo.com]
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