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How do I increase volumetric light samples without increasing pathtracing samples for physical surfaces.

I want to improve only that part, that is the samples for the scattering through the medium, not the bounces over textured surfaces in my scenes. Else the render times will bump up too much without being useful.

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You can use Branched Path Tracing for doing this:

enter image description here

Number after "Volume" multiply samples of volume on that value

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  • $\begingroup$ That's great, does it work with GPU Rendering ? $\endgroup$
    – mayorc
    Jun 22, 2017 at 14:41
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    $\begingroup$ @mayorc Yes, of course $\endgroup$
    – Crantisz
    Jun 22, 2017 at 14:45
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    $\begingroup$ It does but it can cause GPU "timeouts" in certain situations where the GPU goes unresponsive so Windows automatically resets the driver. $\endgroup$
    – bertmoog
    Jun 22, 2017 at 17:09
  • $\begingroup$ This totally doesn't work for me. For whatever reason, world volume scattering completely disappears when using BPT. $\endgroup$ Sep 17, 2020 at 4:13

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