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The following simple renders illustre how "Shading Samples" control the various lighting elements all at once. The scene is mostly matte (diffuse) with a GGX material applied to the tall cube.

 

 
 AA=2x2, Shading Samples = 16AA=2x2, Shading Samples = 64AA=2x2, Shading Samples 256AA=4x4, Shading Samples 256
 Image AddedImage AddedImage Added Image Added  
    
52.431u 0.350s 0:14.20 371.6% --1.27409e+07205.033u 1.717s 0:58.14 355.5% -- 4.87044e+07799.045u 8.565s 3:41.80 364.1% – 1.91247e+08809.283u 8.845s 3:46.35 361.4%  – 1.94816e+08
Number of Rays12.7 millions48.7 millions191 millions194 millions
Time6.5 seconds26.5 seconds100 seconds108 seconds
RemarksDraft renderNotice how diffuse, specular and shadows improve
together. 
High quality render with linear improvement
among all lighting elements.

Increasing pixel samples do not affect
render time since all the time is spent
in shading.

   

 

 

A very important feature of the Unified Budget Sampling is that sampling quality is independent of the number of lights. Consider the following two renders. One is done using 3Delight the other is using PrMan.

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