[Bf-cycles] Feature: Per-Object or Per-Material Samples?
zauberexonar at gmail.com
Thu Nov 20 01:42:00 CET 2014
Okay, I just redid my tests.
Here are the settings I used for each:
Image Size: 512x512
Samples: 256 Branched PT (all samples at 1, Sample All Direct, Sample
Light Paths: 8,8 transparency; min/max bounces 1,8; Diffuse 2, Glossy
4, Transmission 8, Caustics enabled, Filter Glossy 10.0
Adaptive Sampling: Map update rate 16, confidence 95%
Compute Device: AMD Phenom II 970 quad-core, 3.5ghz
Render: 4 threads, 16x16 tile size
As a note, I had to start the tests over, because I was using two
instances of blender to run the tests, one for adaptive sampling, and
one without. However, the one without AS was a linux build while the
one with AS was a windows build running under wine. Because of this and
unusual results on the second test, I chose to scrap my results and
start over, doing both tests under the windows build, so as to eliminate
performance bias from Wine.
The First was a simple scene with just a head shot of a character model,
rendered to 512x512.
> Render time without Adaptive Sampling: 3:36.19 minutes
> Render time with Adaptive Sampling: 54.12 seconds
So, that first one got a substantial speed up, running 3-4 times
faster. This next test is a much more complex indoor scene with
furniture, multiple lights, one character, windows with curtains, and an
environment map. This one was rendered to a smaller resolution of
200x300, and had the bounce count cut in half to save time.
> Render time without Adaptive Sampling: 7:28.05 minutes
> Render time with Adaptive Sampling: 5:19.05 minutes
The second test had a less dramatic difference in speed, most likely due
to the increased complexity of the scene. Once I can get my hands on a
64bit Linux build, I'll re-run the tests. Under Wine, some textures
wouldn't load and performance was reduced by at least 10-20%. Once I do
those tests, I'll redo the tests and post the results. Also, is this
working with GPU mode? Because that's where I do most of my rendering.
Also, where can I find instructions on compiling patched blender builds
On 11/19/2014 04:51 PM, Colby Klein wrote:
> Lukas: This is doing wonders for my scene. Awesome work! 2:41 @
> confidence 75 / rate 30, samples capped at 3000 + adaptive
> distribution vs 4:05 @ 1000 samples and no adaptive sampling, and the
> result even looks a little better! I can't wait for this to be in an
> official release.
> Zauber: Crank up the number of samples in your scene and it'll only
> use as many as it needs to be confident the tile is noise-free.
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