Here is another test with the current brender version compiled by fish.
After a month of perfectioning the indirect light feature is even better as before.
The testscene is now done on my computer in 1 hour 17 minutes with cache enabled.
Looks like blender internal kick ass of lux and yafaray in term of gi speed. I wonder if it could be improved with composing and bilateral blur - http://www.blender.org/development/release-logs/blender-246/compositing-nodes/. I wonder if there will be any gi pass, that it could be denoised with bilateral blur. Eventually maybe we could make something like:
gi render -(minus) direc light render = gi pass
And then:
gi pass -> bilateral blur -> combine with direct light render again but with no noise.
Hope u can understand my english
Bilateral blur will not work with reflections and refractions, already tried that.
It would need to be integrated into the GI algorithm itself perhaps as an alternative or companion to irridiance cache so it works when seeing GI lit surfaces behind refractions and in reflections.
Also, how did you get those shadows below the sphere and boxes? Is that all coming from the sun light (shadow) or is there a GI setting I didn’t notice yet?
It is from a series of render tests between Blender, Yafray and Indigo.
You will need to put the solidify modifier onto the mesh as light leaks out around the edges fo the walls and floor if they are single plane walls.
Here is my comparison of blender GI (30min), Yafaray GI (6 hours) and Luxrender GI (4 hours) on my old 3800+ AMD dual core computer.
I added some edge loops in the rendertestscene in my last post to prevent the light comes through at the edges. To darken the corners i used the ambient occlusion strenghts parameter in multiply mode.
Here is the blend file. I am curious about the time it takes on a up to date machine.
Wow! Looks like if you don’t experience artefacts, BI is now physically correct!
BTW:
The current rendering system DOES WORK. There are no limitations, and it is stable. All artefacts are caused by something in the file. This will be fixed, I hope, but just remember that it is something you did and not blender. If you make a new test from scratch, and keep the complexity of the test to a minimum, it WILL WORK.
I just found that the solidify modifier for non-closed hull objects make a MARKED difference in the final output of the GI, even if it’s a really small amount.
It can make for a huge improvement in how the scene looks.
This one rendered in 1:53. That was with 12 samples and additive AO and Raytracing.
If you leave it on the default settings, it spits it out in 33 seconds - but it looks like crap.
System settings: Phenom Quad Core running at 3.4ghz, 8 Gig of RAM, Win 7 x64
I thought, silly me, I left the cache off. So I enabled the cache. I also set the AO to Multiply and ticked the colour management option. I got some artifacts though so I bumped the samples up to 20. If I put it up to 30 it really slowed it down. The time came down to 35 seconds - but look at the detail on the wall and ceiling textures…
This is with the cache off. The wall textures have returned, but the time has shot up to 5 minutes!
OK, after looking around, and trying out the last rookie’s blend, I saw that he used 60 samples. So I tried it out. Sho-nuff, the textures re-appear, but the render time goes through the roof to 54 MINUTES - just shy of an hour. It looks good, though it’s debatable if it’s worth the extra 50 minutes for what you get.