Emissive material lighting on Path tracer

Hi, I’m working on a project a client sent me built already, it consists on a tunnel with emissive materials allaround and a 3d model walking through it. They asked me to just render 5 seconds of the animation with minimun changing to the lighting (which is mainly emissive materials).
I already tried adding way more bounces and samples per pixel but there’s still some noise i can’t get rid of and they don’t like the results with the denoiser.
Is there a way i can solve this without setting the samples per pixel to crazy ammounts?

Hi @Ricfm,

Realistically, you shouldn’t be worrying about performance at all if you’re using the Movie Render Queue to render out your frames.

Likely what you’re encountering is just the effect of a scene lit mostly by emissive lighting. This is not the recommended approach for lighting entire scenes in Unreal, as the Lumen GI is just not equipped to handle track-style emissive lights. I would suggest adding in Rect lights to replace the main lighting the emissive is giving off, and fake the effect of the light coming from the emissive source. I think you will find that when the two light types are used together, your noise will be much better.

That being said, here are some controls that I found, which I think will at least help you achieve better results with Lumen’s emissive:

In your postprocess volume:
Final Gather Quality = 5

Through console commands:
r.Lumen.ScreenProbeGather.RadianceCache.ProbeResolution 64
r.Lumen.ScreenProbeGather.DownsampleFactor 4
r.Lumen.ScreenProbeGather.FullResolutionJitterWidth 4
r.Lumen.ScreenProbeGather.RadianceCache.ReprojectionRadiusScale 1
r.Lumen.ScreenProbeGather.RadianceCache.GridResolution Play around with this value, the default is 48

Thak you so much!

Yeah, performance is not my issue, but render time is, they have a really tight schedule and i want to try and optimze as mush as possible so the MQR wont become a bottle neck at the end of production.

I’ll try the solution you mentions and write again to let you know if it works in this particular case.

Again, thank you so much for the help!

Hi @sarahlenker
it worked really well for real time rendering, but i’m gonna do some more test trying to set a lighting rig for the path tracer.

Still thank you so much!