Here is my humble test of SPPM render of glass2 (glass, water, bubbles, icecubes), matte (backdrop) and glossy (straw).

Uploaded with
ImageShack.usIntegrator parameters used:
- Code: Select all
SurfaceIntegrator "sppm"
"integer maxeyedepth" [16]
"integer maxphotondepth" [16]
"integer photonperpass" [250000]
"float startradius" [0.300000000000000]
"float alpha" [0.8]
"string lookupaccel" ["hybridhashgrid"]
"bool includeenvironment" ["true"]
The render went to #6500 passes (= 22 hours rendering)
For comparison the same scene rendered with BiDir+Metropolis (ignore slightly different glass color - it was changed accidentally):

And ExPhotonMap:

Uploaded with
ImageShack.usMy observations:
Pros:
1) SPPM generally converges much faster than BiDir+Metropolis (even with the same picture resolution) and slightly faster than ExphotonMap
2) SPPM produces much sharper picture (in all renders antialiasing settings were identical). For me sharper picture looks much better and gives impression of better realism.
3) The glass (including red fluid) looks clearer. This was the first scene element that got cleared just after a few minutes of render. Neither BiDir nor ExPhotonMap achieved such a crystality even after days of render. This was the most astonishing surprise of SPPM for me.
Cons:
4) SPPM has some essential problem with glossy material. The straw is glossy with roughnesses of 0.000010 and it can't get rendered after 22 hours. It's too dark and still has some white fireflies.
5) Matte backdrop lacks smoothness. Even with "set smooth" applied in Blender you can easily see the seams.
6) Generally lighting is harder in SPPM. I tried to compensate it by tonemapping, but without much success. The contrast is very high. (It can be slightly dimmed by increasing gamma from nominal 2.2 to ~3 and lowering postscale in Reinhard from 1.0 to 0.9).
In general I like the overal sharpness of the image. It is really impressive. I couldn't obtain such an effect in any other algorithm. Also rendering speed is awesome for some materials (apart from glossy, which hopefully will be fixed in future releases?).
Regards
Rafal