Fruit Bowl – pipeline and trouble-shooting

I developed a set of general settings for lighting, testing and for final renders and wrote them down. This helped to form a checklist for troubleshooting. Here are the 3 lists of important settings I used for various stages of render completion-

Light blocking stage – really base level settings for blocking in initial lighting.
Resolution – 640x 360
Materials – matte white mia-x (no textures)
Shadows – 8 samples only on physical sun
Adaptive sampling – max  0
Trace depth – 0
Final gather accuracy – 12
Final gather point density – .1
Multi-pixel filter – box

Testing with textures – (intermediate)
Resolution – 1280 x 720 (but mostly rendering regions)
Materials – final textured shaders but with any glossy samples set low (around 8)
Shadows – 32 samples on physical sun
Adaptive sampling – max  1
Trace depth – 12
Final gather accuracy – 32
Final gather point density – .5
Multi-pixel filter – Guass
No DOF

Final Renders – (high quality)
Resolution – 1280 x 720
Materials – final textured shaders but with any glossy samples set as high as they need to be (sometimes as high as 128)
Shadows – 256 samples on physical sun
Adaptive sampling – max  2
Trace depth – 16 (when required)
Final gather accuracy – 100
Final gather point density – 1
Multi-pixel filter – Mitchell
DOF – Bokeh when manageable, otherwise lens blur in post with camera depth channel

Of course this had to be flexible – just a general guideline. I only ever went as high as I needed.

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