LuxRender renders

You can download the LuxRender input file here. Click on the pictures below to download the widescreen (1366x768) versions. Rendered on a linux box, using version 7.0 CVS preview version of LuxRender, run to 5000 Samples/Pixel with bidirectional integrator (depth of 32) and metropolis sampler.

Large!

Large! Large!

The following were test renders, done to learn a little about LuxRender. They all took around 5 minutes (on my ancient Athlon64 system) and were run to 100 Samples/Pixel.

Lux Test 01 Lux Test 02 Lux Test 03 Lux Test 04
Sampler "lowdiscrepancy"
   "string pixelsampler" ["hilbert"]
SurfaceIntegrator "bidirectional"
Sampler "lowdiscrepancy"
   "string pixelsampler" ["hilbert"]
SurfaceIntegrator "bidirectional"
   "integer eyedepth" [16]
   "integer lightdepth" [16]
Sampler "lowdiscrepancy"
   "string pixelsampler" ["hilbert"]
SurfaceIntegrator "path"
Sampler "metropolis"
   "bool usevariance" ["true"]
SurfaceIntegrator "bidirectional"
Lux Test 05 Lux Test 06 Lux Test 07 Lux Test 08
Sampler "metropolis"
   "bool usevariance" ["true"]
SurfaceIntegrator "bidirectional"
   "float micromutationprob" [0.2]
Sampler "metropolis"
   "bool usevariance" ["true"]
SurfaceIntegrator "bidirectional"
   "float micromutationprob" [0.8]
Sampler "erpt" Sampler "metropolis"
SurfaceIntegrator "distributedpath"

The following just show how the noise does decrease with the run time! The final frame shows that, as bidirectional defaults to a depth of 8, and as the glass geometry is very complex here, you get an unnaturally dark interior by default.

Lux Test 09 Lux Test 11 Lux Test 10 Lux Test 12
Ran to 100 S/px
Sampler "metropolis"
SurfaceIntegrator "bidirectional"
Ran to 1050 S/px
Sampler "metropolis"
SurfaceIntegrator "bidirectional"
Ran to 13000 S/px
Sampler "metropolis"
SurfaceIntegrator "bidirectional"
Ran to 1000 S/px
Sampler "metropolis"
   "bool usevariance" ["true"]
SurfaceIntegrator "bidirectional"
   "integer eyedepth" [16]
   "integer lightdepth" [16]
Lux Test 13 Lux Test 16 Lux Test 14 Lux Test 15
Ran to 1000 S/px
Sampler "metropolis"
   "bool usevariance" ["true"]
SurfaceIntegrator "bidirectional"
   "integer eyedepth" [32]
   "integer lightdepth" [32]
Ran to 1000 S/px
Sampler "metropolis"
SurfaceIntegrator "bidirectional"
   "integer eyedepth" [32]
   "integer lightdepth" [32]
Ran to 1000 S/px
Sampler "lowdiscrepancy"
   "string pixelsampler" ["hilbert"]
SurfaceIntegrator "bidirectional"
   "integer eyedepth" [32]
   "integer lightdepth" [32]
Ran to 1000 S/px
Manually increased gain on light.
Sampler "erpt"
SurfaceIntegrator "bidirectional"
   "integer eyedepth" [32]
   "integer lightdepth" [32]

What did I conclue? Metropolis and Bidirectional win, hands-down! Maybe setting "usevariance" to be true helps, a bit. Hopefully the ERPT sampler will be inproved in later versions: the caustics look smoother, but the interior of the glass is wrong and noisy.

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