![]() ![]() The light tree is currently disabled for AMD GPUs on Windows, Linux and macOS. For single sided emitters or closed meshes, setting this to Front faces only can reduce noise with the light tree. Auto is the new default, and uses a heuristic to estimate the emitted light intensity to determine of the mesh should be considered as a light for sampling. Materials with emission now have a new Emission Sampling setting, replacing the previous Multiple Importance Sample toggle.These may interfere with heuristics used in the light tree. ![]() The light tree works best in scenes with physically correct lighting, that is no custom falloff or ray visibility tricks.Generally if the light tree works well, there will be less clamping and the render will be closer to the unbiased result. Clamping is a biased method that depends on the sampling strategy. If the light tree yields different render results, the most likely cause is light clamping.It can be disabled in the Sampling > Lights panel. Light tree sampling is enabled by default in new scenes. ![]() This can significantly reduce noise, at the cost of a somewhat longer render time per sample. This is a technology co-developed by Nvidia and IBM with the aim of expanding the data bandwidth between the GPU and CPU 5 to 12 times faster than the PCI Express interface.Cycles now uses a light tree to more effectively sample scenes with many lights.
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