Is there any point in using AO with this shader? It already casts the soft shadows that eliminates the need for ray trace/depth map shadows, what about ambient occlusion…is it needed at all?
Also anything else that should run in conjunction with the physical light shader? I am using mib blackbody for color temperature control, within an area light (using light shape), and that’s pretty much it. I’m also using a linear workflow and unified sampling. I also need to put a surface shader on the lights (was going to use mia_light_surface, but trying to avoid FG)
I’m trying to get more realism out of the shots. Any suggestions?