
Photon map only used to compute indirect diffuse lighting. Indirect diffuse bounces: 1. Reflection/Refraction bounces: 8. Photons: 1,000,000. Max Photon Bounces: 20. Photon map includes indirect illumination only. Render time was 28 minutes and 50 seconds. Max photons: 256. Filter type: constant. Radius: 0.25. Ellipticity: 0.5. Max SPP: 128. Min SPP: 32.

Photon map only used to compute indirect diffuse lighting. Indirect diffuse bounces: 0. Reflection/Refraction bounces: 8. Photons: 100,000. Max Photon Bounces: 20. Photon map includes indirect illumination only.

Photon map only used to compute diffuse lighting. Indirect diffuse bounces: 0. Reflection/Refraction bounces: 8. Photons: 100,000. Max Photon Bounces: 0. Photon map includes direct illumination only.

Photon map only used to compute diffuse lighting. Indirect diffuse bounces: 0. Reflection/Refraction bounces: 4. Photons: 100,000. Max Photon Bounces: 20. Photon map includes direct illumination and indirect illumination. I fixed the bug that resulted in there being one bright circle in a random location. I was normalizing the energy of all but the last photon.

Indirect + direct with photon mapping. Only shading diffuse materials. Still getting a bright circle in a random location every time.

Direct illumination only. Only shading diffuse materials. Now multiplying irradiance from photon map by both diffuse and specular portions of BRDF. Still getting a bright circle in a random location every time.

Uploaded to show that bright circle is in random location every time. See previous photos.

Uploaded to show that bright circle is in random location every time.

Direct illumination only. Only using photon map for diffuse materials. Only multiplying irradiance from photon map by diffuse portion of BRDF. Every time I render I get a bright circle in a random location which is extremely weird.