Ok, here is the promised test with some more information. Its purpose is to check the relation between material's albedo and render time and consequences of adjusting scene exposure to new conditions.
How I made it: I started with a scene composed of a large room-like box, one camera, one Corona light and 3 objects.
There were 2 materials in the scene:
-01 - diffuse colour set to 255,255,255 - assigned to room object, the egg and the pony
-02 - diffuse colour set to 0,0,0 and reflection set to 0,5 to find out how different settings will affect reflections - assigned to the teapot
Corona light's intensity initially was set to 1.0.
Exposure compensation in Post processing rollout initially was set to 1.0.
Gamma initially was set to 2,2.
Material 01 initially had diffuse level set to 0,5.
MSI was set to 0 for an unbiased rendering. There were 15 passes for each rendering.
After each render I changed these values:
-material 01's diffuse level to 1/2 of previous value
-light's intensity to 1/2 of previous value
-exposure compensation to 2* previous value
-gamma experimentally to more or less match previous render's overall look
Note: I'm not sure if it was properly executed. For example: should I change material's albedo AND light's intensity and then double exposure compensation or ONLY material's albedo and then double compensation? Or maybe if I reduce by half the material's albedo AND light's intensity I should square exposure compensation??? I'm not smart enough for this so please correct me if I've done something stupid. :) Anyway, it gives some information on how changing albedo affects final output.
There is also one render with diffuse level of 0,8 and other values adapted accordingly.
The file names are as follows:
05x1x1.jpg
0,5 - diffuse level
1 - light intensity
1 - exposure compensation
00625x0125x8.jpg
0,0625 - diffuse level
0,125 - light intensity
8 - exposure compensation
etc