I'm not sure if I'm dealing with a LW 2020 issue or a Turbulence FD issue on this one
I have a very simple scene using TurbulenceFD. The scene consist of a floor object (simple plane) 1 TFD container and 1 fire emitter that is sitting on the floor, no light sources other than the light emitting from the fire, and the environment is pure black. The problem is once I turn the roughness value above around 5% for the floor object no matter what value is in the reflection samples or camera AA samples I can't get rid of the orange grainy noise that is coming from the fire. The noise is evident when viewing the Specular Indirect buffer
Here is a list of things I've tried to fix it
-Camera and Reflection sample settings -multiple settings including extremely high over kill values
-Multiple material - BSDF, Delta, Conductor BSDF material with multiple PBR texture maps with various combinations of inputs being used or not used (normals bumps etc)
-AA adaptive sampling on and off with multiple values
-Limited Dynamic High Range on and off with multiple values
-Global Illumination on and off
-Lowering the fire temperature, and adjusting the dampening, and white point values in TFD all it does is produce the same noise/grain of the new fire color from the new settings
-Adjusting the fluid shader noise threshold in TFD
-Turning on indirect sampling in the volumetrics settings (does that even apply to legacy volumetrics? since that's what TFD works with)
Here's one of many render attempts this particular one is using BSDF material 25% roughness no 50% spec 0% metal no bump or normal maps all the other renders using different materials and settings still come out with the same type of noise
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