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The Renderers
Arnold | RenderMan/RIS | 3Delight OSL | 3Delight RSL | |
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Version |
| |||
Technology | Unidirectional path tracer. | Using unidirectional path tracer. Other options are available but not useful for this test. | Unidirectional path tracer. | Undirectional path tracer |
RSShaders | C++ | C++ | OSL | RSL |
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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:
Mac | LinuxWindows | |||||
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% lscpu
% free -m
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The Setup
Arnold | RenderMan/RIS | 3Delight OSL | |
---|---|---|---|
Version |
| ||
Remarks | Min Samples = Max Samples | Only shading samples to set for sampling BRDFs. 3Delight OSL takes care of the rest. | |
The Results
3Delight OSL | Arnold | RenderMan/RIS | |||||
---|---|---|---|---|---|---|---|
Image | |||||||
Total number of rays | 28.5 Millions | 31.6 Millions | 30.9 Millions | Time on Mac | |||
Time on Linux | 33 seconds | 50 seconds | 74 seconds | ||||
Compared to 3Delight OSL * | -- | 21.4 36 times slower | 2.75 07 times slower |
* Taking into account total the total number of traced rays traced but not CPU usage.
Conclusion
3Delight's OSL-based path-tracer provides outstanding performance results. Building a rendering core around the OSL shading system, as opposed to just "integrating" OSL in the renderer, seems to have given 3Delight a good performance advantage.
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Arnold | 3Delight OSL & RSL | RenderMan/RIS | |
---|---|---|---|
Maya Scene (ASCII) | disks_arnold.ma | disks_3delight.ma | |
Statistics | stats_arnold.1.txt | stats_3delight.txt | 3delight |
EXR images (linear) |
Multi-Light Rendering Performance Test using 3Delight OSL
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