Are you doing regular path tracing? I bet branched path tracing solves that situation. It’s quite a big limitation thou. I hope a robust solution will be behind the corner for cycles x
I don’t know the technical side, but I also faced this problem.
I think that branched path tracing can clear the issue since, by its design, for each sample the ray look for all lights in the scene, and not just a random one.
Keep in mind you can render out in different light passes and simply add the images together. For interior lights you can add a simple passthrough node group you can add as a dummy in world for easy access with the sun setup.
Have you tried disabling “Multiple Importance” on all of the point lights? It may result in more noisy image, but may solve problem with “light sucking”.
yes branched path tracing works but only is available on CPU. The cpu in the laptop I’m using at the moment is slower than cpu in 7 year old macbook. No fun.
Hopefully cycles x will tackle this once for all. They removing BPT in favor of regular path tracing and of course they know what they’re doing: I miss the technical part but something like sampling all light will be used, or at least the result will be like that.
Actually I’m not sure how I know this…