For example this is part of the upcoming (late autumn probably) Rombo for Arnold … amongst other things, - it introduces adaptive importance-based sampling in Arnold 5. Wait… what ? … adaptive sampling for the Arnold renderer ?!? Yeah I heard you, however, let’s see a basic scene where we may need adaptive sampling.

It may look an innoncent scene to render… I mean it’s just a simple sphere with an HDR found on internet as domelight… but it’s very difficult to sample because the overall env remains dimmed while there’re a lot of tiny super bright lights… and you can cranck up the sample settings as much as you want that it will never get resolved with plain importance-based brute force sampling. For example before give up I tried with 6400 samples (8x8(camera) x 10x10(specular)). They are already prohibitive settings if one has a real scene and not just a simple sphere. The problem is that they are still not enough.

Not bad but if we zoom in we can see how much still has to be done to get a fully converged image.

That will flicker like hell in anim. Not only. But if you take a look at the first raw image above you may see that the bright tiny lights are more scattered on the metallic surface and should create a kind of metallic halo (that is typical of metals) instead to be kind of clamped. Let’s see where Rombo can help.

Not only we’re 2x faster but we better resemble metallic appearance because the sampling instead to clamp the overall reflection, just fill it with more samples where needed creating a nice metallic halo. And if we zoom in we can see that the image is almost fully converged.

Here we shoot just 4x4 camera rays while the adaptive shading sampler is set to max:2^8, min:2^4 … that means we shoot at max 4096 (4x4 x 256) and at min 256 (4x4 x 16) samples.
You may not even need most of the time to go adaptive but for VFX with HDR plates it really alleviates sampling a lot. And for physically based metals too. And just that we talk about metals before i forget… next time I’ll show you a new generalized BRDF with a gamma parameter to be able to fully model microface distributions instead to just choose between GGX vs Beckmann.
cheers, max