I just wanted to make a couple of corrections to my previous answer:
I know that I mentioned “ambient divisions” a lot in my previous post but it seems that the really relevant parameters in this case are ambient resolution (-ar) and ambient accuracy (-aa). Particularly when you’re jumping scales from super blocks of skyscrapers down to door handles, the value that you use for -ar should be computed using the relationship between the bounding box dimensions of the whole scene and the smallest detail of your model that you need to resolve.
In Legacy, we had a separate component to help you compute this since the HB Radiance Parameter component doesn’t know anything about the geometry you are trying to simulate (or the scales that its jumping across). So I decided that we should bring this component into the LBT plugin and I just merged it into the development version of the plugin:
It’s called “HB Ambient Resolution” and you can find it under the 3::Recipes
tab:
When I set the ambient resolution properly using this component, the lines between the grid subdivision disappear: