As long as they are not the same mesh the results will never be perfect, but I would also completely disable filtering and bump up the sample values until the results look clean (which may result in pretty long bakes).
Hello,
Thanks for your reply!
Disabling filtering is worse as you can see, even if there is an artistic side :
Ok for you it’s something normal this kind of artifact for a simple mesh like a flat wall.
I’ll try to make a single mesh and remove unnecessary edges.
Do you have small emissive materials? With 60k indirect rays things should be fairly clean under normal circumstances (although going to a lot higher values than that is not uncommon).
Don’t bump direct samples that high, keep it to, say, 1024.
Filtering loses informations and blurs the results.
I still have some minor issues for meshes with borders, I’m trying to increase the “Max Bounces” setting and samples to solve it. I’ll keep you in touch.
Either it intersects with the mesh (especially if you use soft shadows), or it’s because it hits the mesh at a real close distance which causes high intensity indirect rays to flood the scenes which are generally a pain to resolve.