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@Dade916 Dade916 released this Sep 30, 2019

New Features

  • PhotonGI cache
  • Added ALBEDO AOV
  • Added to BiDir the support for shading normal, geometry normal, position, material ID, UV, object ID, material ID color and Albedo AOVs
  • Added AVG_SHADING_NORMAL AOV
  • Integrated Intel Open Image Denoiser (Oidn)

''Alpha0 released''

  • Added a new way to blend brute force path tracing and cache in PhotonGI. Cache is now used more often on glossy surfaces
  • Introduced a new PhotonGI debug mode to show the mix between brute force and cached paths
  • Added the support for automatic PhotonGI indirect cache best radius estimation
  • Added the support for automatic PhotonGI indirect cache size by using convergence error estimation
  • Front and back material transparency (aka light invisible object)
  • Added PhotonGI support for volumes cache entries
  • LXS parser now supports instance definitions
  • Added the support for new "directx2opengl_normalmap" image map channel selection
  • Added new textures: Power, Less Than, Greater Than, Dot Product, Position, Shading Normal

''Alpha1 released''

  • Saving/resuming the rendering now includes all PhotonGI cache information and entries
  • Added the support for new shape "group"
  • Added the support for nested groups to LXS parser
  • Added the support for persistent PhotonGI cache on file
  • Added the support for using persistent PhotonGI cache across multiple frames for fly-through animations
  • DLSC now automatically estimated the best radius if lightstrategy.entry.radius is set to 0.0
  • New improved Random/Sobol sampler adaptive code
  • LXS parser now supports halttime and haltspp film halt conditions
  • LXS parser now supports volumes
  • Shadow catcher is now easier to use with multiple light sources of any type

''Beta1 released''

  • Added the support for tiled denoising to save a huge amount of ram
  • Added the support for new visibility map cache for infinitelight, constantinfinite and sky2 light sources
  • Added the support for new Disney BRDF material from Siggraph 2012 paper
  • Upgraded Intel Oidn to v0.9.0
  • Metal material uses a more accurate Albedo value (for Intel OIDN)
  • Added "rounding" texture
  • Added "modulo" texture
  • Improved tiling feature of OIDN imagepipeline plugin
  • Fix a bug in ToProperties code of "blender blend" texture when "halo" progression type was used

''Beta2 released''

  • Added the support for periodic PhotonGI caustic cache update (aka SPPM without radius reduction)
  • PathTracer class now support eye and light path tracing. LIGHTCPU now uses PathTracer class too.
  • Added Hybrid Back/Forward path tracing support
  • Added the support for glossy caustics rendering to Hybrid Back/Forward
  • Reworked the support for new visibility map cache for infinitelight, constantinfinite and sky2 light sources
  • Transparent light sources are now rendered with the correct intensity
  • New env. visibility map cache now supports persistent cache on file

''Beta3 released''

  • Improved shading with interpolated normals
  • Added the support for Shadow Terminator avoidance factor when using bump mapping
  • Upgraded Intel Oidn to v1.0
  • Reworked Direct Light Sampling Cache
  • Direct Light Sampling Cache now supports persistent cache on file

''Beta4 released''

''RC1 released''

  • Disney material glossiness is now computed as the square root of the previous value to match Glossy2/Metal roughness

Fixed Bugs

  • Fixed rendering resume feature

''Alpha0 released''

  • Fixed a problem with infinite lights and BiDir or PhotonGI
  • Fixed a bug when using radiance groups with variance clamping and OpenCL
  • Fixed camera invisible objects usage with volumes
  • Fixed TASK_EMIT of LightStrategyPower
  • Fixed a crash when using RTPATHOCL and editing area lights (issue #173)
  • Fixed a bug when using radiance groups with variance clamping and OpenCL

''Alpha1 released''

  • Fixed a crash when using negative material emission values (issue #177)
  • Fixed LXS parsing in pyluxcoretools
  • Fixed a problem when mixing transparent and solid materials with Mix (issue #183)
  • Fix a bug when using glossy coating with any specular material
  • Fixed LXS parsing of point light source position
  • Fixed object ID not being saved by FILESAVER engine
  • Fixed a major bug in carpaint material (issue #186)
  • Fixed spelling mistake in cloth material "wool gabardine" preset
  • Fixed Scene::RemoveUnusedMeshes()
  • Fixed a bug in Mix material when working with specular materials (issue #187)
  • Fixed an overflow problem when using an heterogenous volume on very large segments
  • Sun relative size has now a lower bound of 1.0 to avoid numerical precision problems
  • Fixed a problem with Scene::ToProperties() after editing a scene
  • Fixed a self-shadow problem with area light sources

''Beta1 released''

  • Fix ToProperties() of mapspherelight and spherelight
  • Fixed a problem with caustic cache size when both PhotonGI caches were
    enabled and automatic stop condition for indirect cache was used
  • PhotonGI Metropolis will now focus on caustic cache when indirect is done (and vice versa)
  • Fixed the access to an uninitialized variable when using PhotonGI caustic cache alone
  • Fixed the access to an uninitialized variable in ProjectionLight::Preprocess()
  • Fixed a crash when trying to render a scene without light sources with PATHOCL (issue #202)
  • Fixed DLSC to work with Front and back material transparency (aka light invisible object)
  • Fixed a problem in BIDIRCPU with camera PDF
  • Fixed a bug in Mix material transparency support (issue #210)
  • Added a workaround to an AMD OpenCL compiler bug in DirectLight_BSDFSampling()

''Beta2 released''

  • Fixed a problem in the random number generator of PhotonGI
  • Fixed wrong theta being saved in ToProperties() of distant light
  • Fixed a compilation error in RoughMatte OpenCL code (issue #218)
  • Fixed a problem with Disney material specular tint
  • Fixed a TILEPATH bug causing black renderings
  • Fixed BIDIRCPU and LIGHTCPU camera motion blur
  • Fixed a bug related to initial camera volume in PATHOCL
  • Fixed light tracing camera motion blur and arbitrary clipping plane support
  • Fixed a bug in the OpenCL code of the splitfloat3 texture
  • Fixed normal mapping
  • Fixed a problem when saving ALBEDO AOV
  • Fixed RoughGlass event types returned by material evaluation
  • Evaluated best radius in PhotonGI, ELVC and DLSC is not affected any more by border rendering
  • Fixed a crash when resuming scene rendering without PhotonGI enabled
  • Fixed a NaNs problem when using area lights with zero area
  • Fixed the export of material emission.directlightsampling.type property

''Beta3 released''

  • Solved a self-shadow problem on edges with interpolated normals
  • UV scale doesn't affect anymore bump map strength
  • Fixed an out of bound memory access in automatic lookup radius code
  • Fixed a problem with Disney material, hybrid backward/forward path tracing and low roughness values
  • Fixed bump mapping black halo for large scale values

''Beta4 released''

  • Fixed the allocation of light tracing sampler shared data in hybrid backward/forward path tracing
  • Fixed a problem when using flat instances and OpenCL rendering
  • Fixed/Enabled PhotonGI cache on Mix and GlossyCoatting materials when possible
  • Fixed a regression in BIDIRCPU causing dark edges on glancing surfaces
  • Fixed a crash when PhotonGI caustic cache is enabled but empty (issue #236)

''RC1 released''

  • Removed a workaround for Glossy roughness values < sqrt(.0001) for AMD OpenCL driver
  • Fixed the shift of one pixel on light tracing pass of LIGHTCPU, BIDIRCPU and Hybrid Path (issue #237)
  • Fixed a crash when re-defining light source (from constantinfinite to infinite) (issue #238)
  • Fixed pyluxcoretool CLI not working without pyside (issue #131)
  • Fixed a problem with the fix of the issue #237 (issue #239)

Check https://wiki.luxcorerender.org/LuxCoreRender_Release_Notes for the full list
of release notes.

Note for Windows users: you have to install the Microsoft Visual C++ Redistributable
for Visual Studio 2017
.

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