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  • We will just use diffuse reflectors. We don't want complex BRDFs sampling to get in the way.
  • We will disable any adaptive sampling so to make sure we have very close ray-counts.
  • We will use only one diffuse bounce. This will circumvent some complex variables from the equation (Russian roulette and other tricks of the trade). 
  • The scene is easy to load, setup and render. It is available for all tested renderers.
  • All renders are done in Maya 2015 Extension 1.





The scene looks quite ugly in the viewport: just a large collection of rectangles generated using PaintEffects.

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The cutout is done using a Maya Ramp. In Arnold it is connected to "opacity", in RenderMan to "presence" and in 3Delight to "transparency" !
(3Delight shown here) 


The Renderers

 

 ArnoldRenderMan/RIS3Delight OSL3Delight RSL
Version

Image Modified

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TechnologyUnidirectional path tracer.Using unidirectional path tracer. Other options are available but not useful for this test.Unidirectional path tracer.Undirectional path tracer
RSShadersShadersC++C++OSLRSL

 

The Methodology

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

 

 

 

 

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The Setup

 Each renderer uses a different sampling strategy and how rays are distributed between each sampled component.  We selected a setup that produces nearly the same number of rays in all renderers. Look wise, it was easy to obtain very similar renders between Arnold and 3Delight. We had to boost area light contributions in order to get a similar lighting in RenderMan/RIS.

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 CommonArnoldRenderMan/RIS3Delight OSL3Delight RSL
Version

Remarks Area lights have 1 sample each.

Min Samples = Max Samples.
Light Samples = 2, seems to give closer results to Arnold in terms of ray counts.

Only shading samples to set for sampling BRDFs. 3Delight OSL takes care of the rest. The RSL path-tracer traces much more rays with the same settings. Refer to normalized performance only

 

 

 

The Results

 


3Delight OSLArnoldRenderMan/RIS3Delight RSL
Image

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Total number of rays28.5 Millions31.6 Millions30.9 Millions37.4 Millions
Time on Linux33 seconds50 seconds74 seconds179 seconds
Compared to 3Delight OSL *--1.36 times slower

2.07 times slower

4.16 times slower

* Taking into account the total number of traced rays

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Multi Light in 3Delight doesn't have a perceptible adverse effect in this test (although from experience, rendering much more Multi Light AOVs, one can expect a 1-3% penalty).  

This particular test shows the limitations of RSL shaders and the limitations of the JIT architecture  they use. Even

Resources

Here are the links to reproduce the tests on your system.