i kept learning and testing with lux 06 rc5 recently , a few corrections to things i said previously came out :
-Bidir and mlt , indeed the convergence speed is much better than before , so i think : if you have a scene like my 1st test (simple uniform light) , you'll still get very fast result with hilbert + dp . But if scene is more complex, and you need to mess around with all multipliers (direct ,indirect , glossy , refraction , etc..) then it might be much easier to switch to MLT and bidir .
So , if a scene with simple,uniform light renders in 30 mins with hilbert+dp that's nice
Mlt also does a good job at smart sampling lights and complex materials , result is a uniform noise ...that 's good because having all all parts of the scene (and lights , materials ) converge at similar speed and samples number means an efficient use of rendertime.
(and that's what you obtain 'manually' by tweaking samples multipliers in dp )
-i advertised Durand tmo in Qtpfsgui : it's broken in 1.9.3 , no decent result seems possible , use 1.9.2 or earlier to try it : it can keep natural lights and color , does a great job turning burnout areas into nice 'reasonable' highlights.
- i suggested glossy with low exp. and value for wall paint : can be good if you want a look of varnish glossy paint . the other option is matte with oren-nayar and a high sigma . see this thread here on the forums (thanks to the authors!) :
http://www.luxrender.net/forum/viewtopic.php?f=13&t=2476&p=21548&hilit=oren+nayar#p21548
