Nothing earth-shattering here, but I did a bit of playing around with PBR in H9.5 I created a very simple scene using a mapped dome, a mapped ground plane, and a motorcycle. I assigned built in shaders from the material palette to different parts of the motorcycle and added a single area light above the motorcycle. Very basic and quick and dirty…

I ran 3 sets of tests, a vanilla raytraced Mantra test (nonPBR) to use for comparison. Then a lo-quality PBR render with very few samples, and then a hi-quality PBR render with loads more samples:
Observations:
- The PbrLo renders were lighting fast, and even though grainy as hell, it was very indicative of the results we would get with the higher quality renders – so it is very feasible to do lo-quality iterations during the day and then run hi-quality overnight with few surprises (tsk, tsk).
- I was pretty pleased with the amount of richness I got out of the PBR renders with the bounce illum from the ground onto the motorcycle as well as the color bleed from the motorcycle onto the ground
- The render times for the PbrHi renders were around 1.5-3hrs a frame, but I have admit I was expecting worse render times. Memory usage was not prohibitive – so I need to investigate perhaps leveraging more from RAM/caching to reduce render times…
- I had a nice hack ready to place geometry around my area light for reflections, but area lights illuminate/reflect realistically which is such a nice bonus…
I'll continue running a few more tests and reporting back if anyone is interested… Also keen to bring H9.7 into the mix since that has some pbr optimizations…
more to come!





