I've been trying to model a vintage light bulb, but the filament seems to produce a lot of noise and result in a pixelated render. I think it has something to do with the glass material, since the filament looks fine without the bulb material. It could also have to do with the high number of polygons in the filament. I've tried different samples numbers and emission strengths, as well as different glass/transparent node mixtures for the glass, but it always seems to come out looking noisy and pixelated. Any ideas?
I adjusted the glass material to be more transparent, which meant I could reduce the emission strength of the filament. It's looking better, but still pretty grainy (Forgive the lower poly preview of the bulb, but I'm mostly concerned about the appearance of the filament and the wall right now). I haven't been able to effectively reduce the fireflies with clamping. I also tried adding a fake point light source but kept ending up with unwanted reflections off the glass, so I took it out (there's probably a way to get rid of these through the node editor, but I couldn't figure it out). My next move might be to try to use the wider dynamic range color management (Filmic Blender).
I did crank up the samples to 2000 AA samples with 6X as many for diffuse and glossy, and 3X as many for transmission. The fireflies became so numerous that they are now the majority (evidently the entire wall was supposed to be brighter), but the filament and its reflections still look like a crazy mess.
Should I crank up the Mesh Light samples? Or is the filament doomed to look crazy because of my resolution and/or because of the limited dynamic range of the sRGB color space?