Microfacet multiple scattering : The GGX microfacet BSDF used in the standard_surface shader has been improved to account for multiple scattering between the microfacets, which is more physically correct and reduces energy loss on reflection, especially at higher roughness settings. This is now much faster (some use cases went from 11 minutes to a fraction of a second, before the render starts). Faster sample generation : Scenes with a high number of AA and light samples could take a very long time to start rendering. Note that existing scenes which were adjusted with previous versions of Arnold will now need to lower down the amount light samples for an equivalent result. Improved skydome sampling : Skydome light's sampling has been improved, in particular in darker areas. Improved adaptive sampling : Adaptive sampling is now much more effective and predictable than before. We plan to gradually improve this in subsequent releases and would appreciate your feedback. Note that due to beta status of GPU rendering, a number of features are missing, performance is not final, and use in production is not advised. NVIDIA GPUs from Turing to Maxwell architectures are supported, and Arnold will take advantage of multiple GPUs, NVLink and NVIDIA RTX hardware accelerated raytracing if available. You can now switch between CPU and GPU render devices interactively and expect visually similar results. MtoA 3.2.0 is a major feature release, which is binary compatible with 3.1.* versions.
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