Looks great! You should be able to drop all of your shader samples (including AO) right down to 1. Then push up the max samples and quality in unified sampling. Keeping shader samples at a minimum will allow for more efficient sampling of the scene, only where it needs to be done. As much as I like Arnold, I do miss having an adaptive sampling solution. Won't make me use MR though...
On Mon, Feb 25, 2013 at 7:04 PM, Tim Leydecker <[email protected]> wrote: > Thanks for the hint to unified sampling! > > Nice. > > Here´s a mR unified sampling version with DOF. > > *Switched to Gaussian (3) for Filtering. > *1/8/1/0.032 unified sampling settings... > *mia_lens_bokeh used 4 samples, should have been 6. > *global Ambient Occlusion Rays = 64, should have lived with 48 as before. > *mib_lens_clamp (0-1) added to get rid of some hard to filter hotspots. > > MacPro2008//2.8GHz//7cores rendering in low priority > > ' INFO : RC 0.10 info : rendering statistics > ' INFO : RC 0.10 info : type number per > eye ray > ' INFO : RC 0.10 info : eye rays 15449600 > 1.00 > ' INFO : RC 0.10 info : reflection rays 61512093 > 3.98 > ' INFO : RC 0.10 info : refraction rays 1421904 > 0.09 > ' INFO : RC 0.10 info : shadow rays 4232441256 > 273.95 > ' INFO : RC 0.10 info : environment rays 3727286053 > 241.25 > ' INFO : RC 0.10 info : probe rays 3777812169 > 244.52 > > ' INFO : RC 0.4 progr: rendering finished > ' INFO : RC 0.4 info : wallclock 3:22:12.48 for rendering > > I like the unified sampling, it is indeed easy to use and can be a real > speedimprovement! > > The same image without DOF took ca. 45 minutes... > > Cheers, > > tim > > > > > > > On 25.02.2013 09:58, Arvid Björn wrote: > >> It's pretty easy, and it will change everything. Dof could even speed up >> your render due to the more clever sampling scheme. I usually go with >> mia-bokeh, stopped using post-dof >> quite a while ago. Similar thing with motion blur, it's a different game >> with unified sampling. >> >

