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It is not uncommon for production scenes to rely heavily on geo area lights. In this test we will compare geo light sampling technology in 3Delight OSL, Arnold and RenderMan/RIS. We will use a test with a geometric area light that is composed of a relatively large number of faces. The test, although limited, should allow us to find the convergence rate of each algorithm as well as general performance.

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ArnoldRenderMan/RIS3Delight OSL
General Parameters

Geo Light Parameters

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RenderMan/RIS – In Arnold, light samples effectively control image quality when only direct lighting is needed. In RenderMan/RIS, we had to match light samples count with BxDF samples count to achieve acceptable quality and satisfactory convergence rates. Using light samples only – or , or BxDF samples only –  produced slowly convergent , produced noisy renders.  In RenderMan/RIS results databetlow, "N samples" means N samples for both light and BxDF.   We did all the tests with the "advanced (mode 4)" light sampler since  other samplers did not provide acceptable results for this test caseit produced the best results. The samples used by the renderer are the ones entered in the UI and are not squared as in Arnold. Note that we used the path tracer with one bounce instead of the "direct lighting" algorithm for one of the images because of a crash (quality and speed did not  seem to suffer although there were some minor differences in the render). 

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