here’s the issue, though… does this method follow conservation of energy? that’s really important when considering it as a cycles feature.in any case, There’s actually some ongoing (maybe slow right now) work on adaptive rendering, where the program finds noisy areas to keep rendering longer. caustics are smooth and continuous, so it should work better for them than something like trees in the distance. I also agree with Brecht on the “caustic shadow” pass, though it really does feel like we’re missing some elegant solution for it.