# 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.

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.

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" |

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.

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] |

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.