http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=21548
- Pixel Samples: 7x7 (up to 10x10 if the scene really needed it)
- Min/Max Ray Samples: 1/9 -- sometimes 2/9
- Noise Level: 0.08 (this seemed good enough to us ... less than film grain)
- Reflect/Diffuse Limits: 2, 2
- Color Space: Gamma 2.2
- Color Limit: 4 (your 1 is clamping way too hard)
- Photons: 2m photons for a huge room. Yours is 7m! I'm sure 1m is fine for this space. Ratio was 2.5.
Be very careful of displacement. The default Mantra Surface shader is less efficient than a Plastic shader because of mere presence of the displacement shader. Our shader manages this with the "Disable Displace Shader Rendering" property but the distributed Mantra Surface-based shaders don't.
- Pixel Samples: 7x7 (up to 10x10 if the scene really needed it)
- Min/Max Ray Samples: 1/9 -- sometimes 2/9
- Noise Level: 0.08 (this seemed good enough to us ... less than film grain)
- Reflect/Diffuse Limits: 2, 2
- Color Space: Gamma 2.2
- Color Limit: 4 (your 1 is clamping way too hard)
- Photons: 2m photons for a huge room. Yours is 7m! I'm sure 1m is fine for this space. Ratio was 2.5.
Be very careful of displacement. The default Mantra Surface shader is less efficient than a Plastic shader because of mere presence of the displacement shader. Our shader manages this with the "Disable Displace Shader Rendering" property but the distributed Mantra Surface-based shaders don't.

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