I've read this question and its answers, but they didn't solve my problem, so I am re-asking this question under the context of my setup.
I am rendering some planes under HDRI lighting. These planes' material is a mix of transparent BSDF and diffuse BSDF (with 0 roughness!).
To avoid the grainy renderings (or fireflies, as some other people may call them), I tried the methods mentioned on the internet. Specifically,
- Sample number is et to 128
- Light paths are set to "full global illumination," where maximum numbers of bounces are all 128 (but this also means caustics are on. Maybe I should try turning them off. Thought they contribute to photorealism, the graininess I current have is unbearable...)
- Filter glossy is set to 0.5
world.cycles.sample_as_lightset toTrue, as I read from a article by Andrew Price
Despite all these efforts, the results still look pretty bad. Worse still, I have those weird white dots that seem like missing pixels...
Is this completely hopeless? What else can I attempt?
