My guess is (but it’s jus a guess!) that it’s a matter of contrast. Lower albedo = more contrast = adaptivity putting more samples to make it clear, more difference between bright and dark areas so the noise is generally stronger. Higher albedo = less contrast = more smooth/solid areas = easier to sample.
Yes, I thought the same.
But, with PT+PT I haven’t this problem,
So, I think, something doesn’t work in the UHD…
It’s a bug, IMO…
If you look at on the outdood balcony, with PT+UHD with RGB= 230, there are a lot of noise.
With low RGB, the noise is less. Obviously… 16 minutes vs 2 minutes! And better AA ( 500 passes vs 50! )
Anyway, without adaptivity, we aren’t able to see the noise level.
But, I already do it:
Ok, I think I know what is happening. First of all, PT+PT works as expected - higher albedo = slower rendering, no surprises here.
PT+UHD is different story. Maru is right - low albedo image has higher contrast, so it takes longer. But lets elaborate. Each rendered image is made by adding up DIRECT and INDIRECT components. In PT+UHD, the DIRECT pass is calculated with path tracing, and the INDIRECT pass is calculated with UHD cache. UHD cache is MUCH faster than path tracing and produces very low noise. But it cannot be used for direct pass because it could not handle its contrast.
direct lighting is conceptually computed as emissionalbedo, but indirect lighting is emissionalbedoalbedo + emissionalbedoalbedoalbedo + emissionalbedoalbedo*albedo + … - so the albedo plays much bigger role in indirect illumination calculation. This makes the result much brighter with high albedo, and also makes it compute longer when not using caching
This is because UHD cache does not help with direct light computation, and the high albedo image has fewer passes
This is because thanks to UHD cache it basically does not matter what the albedo or scene complexity is - it will always compute fast
Now why the high albedo image stopped calculating earlier? Because as I said earlier, the resulting image is DIRECT + INDIRECT. Indirect is always noise-free and cheap to compute thanks to UHD cache. Direct is noisy. So you add noisy DIRECT + clean INDIRECT and compute the whole image noise from it. In the high-albedo case, the INDIRECT pass is much brighter and influences the result more. Basically it masks the direct pass noise out from the image. In low-albedo case, the indirect pass is weak and the noise from direct pass can be seen over it clearly, so it needs to go away so the whole image looks noise-free.
Low albedo:
noisy direct + weak clean indirect = noisy result
High albedo:
noisy direct + strong clean indirect = clean result