Sir, you are dead wrong!OnoSendai wrote:A note about the subdivision of the emitting quad: you only need to do this when the emitting part of the quad is a small fraction of the overall quad (like in Zom-b's flame texture). For Bub's image, subdivision probably isn't needed.
If I understand the functionality behind your emitter calculation per polygon, even a 50% bright vs 100% bright area (like inside the fire) does make a difference!
Since the fireplace doesn't contribute much light into your scene the impact is quite low.bubs wrote:I was convinced I couldn't see much difference during rendering with sub-div and not... thought I was going mad as there is clearly a big difference in Zom-B's test. This is good info to know!
Use light Layresa and disable sun/sky to check the difference between in noise.