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We will be testing the wall clock time for all renderers. Every renderer will be run 3 times in succession and the average time will be taken. We make sure that nothing is running on the machines so not to slow down the poor renderers. The render is launched from Maya. We have three test machines available:

 

MacLinuxWindows

 

% lscpu

Code Block
Architecture:          x86_64
CPU op-mode(s):        32-bit, 64-bit
Byte Order:            Little Endian
CPU(s):                16
On-line CPU(s) list:   0-15
Thread(s) per core:    2
Core(s) per socket:    4
Socket(s):             2
Vendor ID:             GenuineIntel
CPU family:            6
Model:                 26
Stepping:              5
CPU MHz:               2395.000
BogoMIPS:              4787.24
Virtualization:        VT-x
L1d cache:             32K
L1i cache:             32K
L2 cache:              256K
L3 cache:              8192K

% free -m

Code Block
             total       used       free     shared    buffers     cached
Mem:         11984       8139       3844          0        151       4728
-/+ buffers/cache:       3259       8725
Swap:            0          0          0
 

 

The Setup

 ArnoldRenderMan3Delight OSL
Screent Shot

 

Remarks 

Min Samples = Max Samples
Light Samples = 2, seems to give closer results to Arnold 

Only shading samples to set for sampling BRDFs. 3Delight OSL takes care of the rest.
    

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185 seconds  

3Delight OSLArnoldRenderMan
Image

Total number of rays2228.7 5 Millions2531.7 6 Millions2330.1 9 Millions
Time on Mac66 seconds180 secondsTime on Windows   
Time on Linux 33 seconds50 seconds74 seconds
Compared to 3Delight OSL *--2.4 times slower

2.75 times slower

 

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Render time is almost identical, 64 seconds for the render, meaning that LP

 

 

abcmeshlight.katana