Hi N-drju
"... the render time increased considerably with quadrupled sun.
Completely different behavior from what Klaus achieved."
"But maybe what works for the spotlights, does not necessarily have to work for the sunlight(s)?"
I think that might be the case.
I do not know how TG calculates the Lightsource objects compared to the Sun Light Object but I can imagine that it is because
of the vastly different dimension in terms of which factors (other scene relevant calculations) are influenced by the light
makes a significant difference in render time. The spotlights on the other hand cover only such a small percentage of scene overall
- perhaps to small to add to rendertime even with multiple sources. Perhaps a programmers insight could shed some light on this?
And remember that the non-increasing render time thing was only true as long as the spotlights only lit "Atmosphere and Clouds",
had "Glow in Atmosphere" turned on and "Cast shadows" turned off. As soon as I introduced the Cloud Layer render time went up.
Your example looks really good from top to bottom.
Even if render time adds up with each added sun light the question would be how these render times compare to the common 1 sun approach.
I doubt you would achieve such a good result just by increasing samples or Quality settings alone. Btw. even carefully placed spotlights in the sky
can help to produce sharper god rays.
Cheers, Klaus
ps: the technique of stacking spotlights is something that stems from the days when Global Illumination was not part of a 3D program.
So, I merely adapted the idea to my TG workflow. It is nice that it worked out so well in this case.