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I hope it was a lot of fun rather than frustration
to use the Cycles path tracing right within
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the viewport, there is definitely a performance
gradient depending on the gpu.
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anyway, denoising should help with lowering
the render times greatly, so we have the denoising
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turned on.
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and as for the light bounces, I think for
the final render we can crank it up ever so
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slightly, it will make a minor visual difference
if any, but anyway we can do it.
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than as a precation to not lose the precious
raytraced lighting details I usually increase
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the indirect light clamping amount, this is
my kind of personal superstition in Cycles
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because the default value of 10 more often
than not is no different than 50 or 100, the
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indirect light intensities or values pretty
rarely go above the threshold of 10 anyway,
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so nothing really gets clamped, but if it
was, it would look like that.
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see?
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probably that's why I feel that typing in
50 there is safer.
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0 completely removes the limit so feel free
to with 0 instead if you feel like it.
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filter glossy at its default value...
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what else do we have here worth talking about?
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the number of samples for the final render
can obviously be slightly more ambitious,
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256.
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currently the resolution is set to 1920 by
816 wide, the percentage field can be used
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to increase or decrease this amount.
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I think we should be good to go, we can hit
this render button!
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oh yes :) we will wrap it up here and have
a look at the compositor and where we can
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take this lighting setup in the next tutorial.
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it'll be all about taking this scene-referred
lighting information that we are rendering
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out currently and passing it over to the Blender
compositor, adding post-processing to it,
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maybe color grading it a bit to extend our
Cinematic Lighting workflow into the post-processing
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zone ever so slightly.
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and now let's do a quick recap.
2922
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