But I realized what the issue was/is. Basically I was checking BiDir with newly added caustics cahe (SDS paths) on "pool tester scene" where discrapency showed. I found it is caused by single scatter Specular material. And of course BiDir engine shows it brighter since it traces both ways...
I am against such a multiplier. Raising it above 1 sounds like it could easily break energy conservation without the user realizing it. Basic user wouldn't even use it, unless it becomes necessary to brighten interior's GI. And that's already an advanced skill even for photographers. It only ads be...
I've noticed that Path engine tends to have darker interiors even with this enabled compared to BiDir no matter how many paths, bounces or photons there are. PGI has a specific max. bounces setting because it traces from light sources not from the camera. It is similar to BiDir. I have the feeling ...
IDK, if it's been asked already or I have missed it, but is there a possibility to get a simple Indirect cache intensity (or exposure) multiplier? I've noticed that Path engine tends to have darker interiors even with this enabled compared to BiDir no matter how many paths, bounces or photons there ...
True, depending on the size of geo, noise and volume must be tweaked.
For study I use MaterialX shaderball (.../resources/geometry/) @ 20cm in diameter.