[DevOptions.PhotonMapping]
; 400 gives a smooth enough result without requiring a very large search
NumIrradianceCalculationPhotons=800
; Allocating most final gather samples towards importance samples gives a good result as long as there are enough first bounce photons
FinalGatherImportanceSampleFraction=.8
DirectPhotonDensity=1000
; Same as DirectPhotonDensity, since currently direct photons are only used to create irradiance photons
DirectIrradiancePhotonDensity=1000
; Need a very high indirect photon density since first bounce photons are used to guide the final gather
IndirectPhotonDensity=2000
IndirectIrradiancePhotonDensity=1500
[DevOptions.StaticLightingProductionQuality]
NumDirectPhotonsScale=10
; Decrease direct photon search distance so that we will have more accurate shadow transitions. This requires a higher density of direct photons.
DirectPhotonSearchDistanceScale=.2
; Need a lot of indirect photons since we have increased the number of first bounce photons to use for final gathering with NumImportanceSearchPhotonsScale
NumIndirectPhotonsScale=32
NumIndirectIrradiancePhotonsScale=4