As a part of renderproject we made a small benchmark scene, I used internally.
Classic Pixar teapot and a scene pathtracers don`t really like..small caustics as well.
We tune the GI_clamp and see what it does to the noise and shadows, same goes for Caustic blur.
Eventually import them to max or cinema, to get a grip on material node structures.
Rendertime for a clean image on Octane 2.24.1 1X GTX580, Render priority off:
Pathtracing at DD16 - SD24
Caustic blur 0.01
Coherent ratio 0.5
GI clamp 1000000
Camera: Set to Linear, gamma adjusted to 1.445
Highlight compression 1
Max samples to clean out Main Beauty pass: 25000 samples in 90 in minutes
Max samples to clean out Light pass 1: 200k samples 11h 22m
Max samples to clean out Light pass 2: 200k samples 11h 22m
Moreover, you can check out materials for:
- Procedural noise that you can further edit for custom maps
- Gradient emmissions for softer lights, mixed material, sinewave textures
- Gradients in glass
- Studio HDRI with an upper Lightbox
I`m instructing the scene this weekend, then it`s available for free!
Perhaps a derived version with more smaller emitters is an idea too.
mac pro g5| pentium g2030 iGPU| maximus extreme V| 2x gtx590 - 8gb - SSD - win7-x64- 1500W Silverstone|
x201t - gtx580 - egpu ec
Dell G5 - 8GB - dgpu GTX1060 - TB3 egpu @ GTX1060 Octane Render experiments