Sorry, that the link has gone bad.Something is up with that last link because it isn't working. Anyway what do you mean "washed out"?
Yes Mam, I agree. But could you please keep an area light in the visible window and enable it to cast GI photons. I really need to know the correct way of GI emission as from the results I'm getting it's not proper.Turning on "use light shape" turns a Maya light into an MR light. Without photons even being involved Maya and MR area lights behave differently.
Thanks a lot Mam. This is the kind of look I'm after. But could you do me a one last favor please? If you still have that scene could you just post a render with the area light just emitting GI photons from a camera angle similar to mine. This would answer the doubt I'm having.Don't know a lot of guys name Genny but ok lol.
Anyways I think you're on the right track when you disconnected the portal light from the area lights photon shader channel(I've never gotten good results with it plugged in there, just never looked right to me). In the following renders, fg acc 32, point density 0.1, 4 bounces and default GI settings. Light settings were, 'use light shape' on, 'visible' on, 'emit photons' on, photon intensity 80000(eyeballed it!), 'suppress all maya shaders' on, portal light plugged into 'light shader' channel only. Oh and turned on unified sampling, shouldn't make a difference with the issue at hand but thought I'd mention it anyway. Hopefully I didn't forget anything because I'm dead tired ugh!
Yep forgot something. Ao on mia materials, and some crucial tweaks to the exposure node to compensate for it being an interior shot.
The render is looking good enough for GI Photons. But still there's something wrong on my side. Ohk I'll have to work on it for more days to find out.GI only, default settings. It looks as expected, blotchy and undefined shading in the corners.