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AreaLight type efficiency
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Hello everyone,
I have a question regarding area light "type" computation efficiency, does anyone by chance have some results from testing and/or a way to explain or rate the efficiency?
For example: "In general lighting scenarios in both interior and exterior environments when additional lights are added to the environment and/or characters to creatively push the lighting (kick, rim, fill, bounce etc.)—which of the above options is more/less efficient on the computations of the scene"
- Default AreaLight uniformly scaled. (Should be the most efficient)
- Default AreaLight scaled on a certain axis only (rectangle shape, long strip)
- AreaLight with a map plugged in—such as a "SoftBox"
- AreaLight with "Roundness" set to 1
- AreaLight with "Soft Edge" set to 1
- Default DiskLight (More or less efficient than AreaLight with roundness?)
- Default CylinderLight
- Above combinations (AreaLight with a map, scaled on one axis and values on the roundness/soft edge)
I know there is a lot of factors to take into consideration, I've generally heard that Disc lights for example are less efficient than standard Area Lights but I'd like to make educated decisions with our light setups.
Thanks very much!