Lastly I am playing a bit with different engines trying to catch the good and not so good sides of each.
The fact that cycles is totally integrated with blender, together with its ease of use and quality, make this engine one of my favorites.
Of course features are still missing, but they will come, I am sure.
What a little bit “scares” me is the speed (or the problems in removing noise) that is still weak in some particular situation.
For example, lighting a closed space is quite a pain, since removing the noise completely is almost impossible, especially in occluded areas.
I know that in post we can improve much the situation, but still I think having a clean render would be nice.
On the other hand, open space scenes are really fast already.
Now, having a look at the roadmap I see this paragraph:
- Indirect light influence control
- Image cache for CPU (OpenImageIO)
- SIMD for BVH/triangle intersection
- Performance test script
- Multiresolution shading cache
- Per lamp option for number of samples (progressive integrator)
- MIS for lamps (only there for mesh lights now)
- Light portals
- Adaptive sampling
I am not a big expert so I don’t perfectly know each of this points. I know for example that importance sampling on mesh lights do not totally solve the noise problem ( and from what I see should already be present right now). I guess that adaptive sampling could be a big improvement, but still, I couldn’t say for sure.
So I would like to ask: how much faster can we expect cycles to be where is still weak in the future? I mean, are we close to the limit or there will be some big step forward?