LuxCoreRender Release Notes v2.1

From LuxCoreRender Wiki
Jump to navigation Jump to search

LuxCore

New Features

  • Denoiser
  • Updated to VisualStudio C++ 2017

Alpha0 released

  • Updated to Boost v1.67
  • Updated to OpenImageIO v1.8.11
  • Updated to OpenEXR v2.2.0
  • Updated to Embree v3.2.0

Alpha1 released

Alpha2 released
Alpha3 released

  • Reworked the film of CPU engines to be shared among threads instead of copied, reducing memory usage of CPU engines (see this issue)
  • Added the support for a new Film output: SERIALIZED_FILM
  • Added the support for a new AOV: MATERIAL_ID_COLOR
  • New hair conversion function for the Blender addon, accelerates export and lowers memory usage drastically
  • OpenCL render engines now support Direct Light Sampling Cache

Alpha4 released

  • File name resolver
  • New texture: Divide
  • New texture: Remap (bring a value from one range into another range)
  • Three new textures for accessing the object ID:
    • raw object ID (range 0 to 0xfffffffe)
    • normalized object ID (range 0 to 1)
    • object ID interpreted as color

Beta1 released

Beta2 released

Beta3 released

Beta4 released

  • LXS parse now supports constant fresnelcolor textures

Stable version released

Fixed Bugs

  • Fixed few errors in pyluxcoretools

Alpha0 released

  • Fixed infinite lights emission for BIDIRCPU/LIGTHCPU
  • Normal mesh now have a local space like instanced mesh (for animation and procedural textures)

Alpha1 released
Alpha2 released

Alpha3 released

  • Periodic saves now update the files at the end of a rendering session

Alpha4 released

Beta1 released

  • Updated Embree v3.2.4 (no more Intel C++ run-time DLLs required)
  • Fixed a problem with DLSC now uses shading normal instead of geometry one
  • Fixed an inconsistency in normal (geometry Vs shade) used triangle lights
  • Fixed sky2 direct light sampling (i.e. the sky was flipped upside down)
  • DLSC will now use not less than 512 samples for all env. light sources
  • Fixed a bug in bump mapping code when using UV rotations

Beta2 released

  • Fixed a problem when there are less tiles to render than threads/GPUs
  • Fixed a major problem in TILEPATH causing a duplicated rendering of the same pass by multiple threads/GPUs
  • Fixed TILEPATH denoiser
  • Fixed denoiser when using PATH and METROPOLIS sampler

Beta3 released

  • DLSC now uses a set of sampling points instead of only the center of the cache entry to fill light table
  • Fixed fireflies generated by DLSC in some case
  • Fixed the support for transparent materials to DLSC
  • Decoupled BCD spike filter and denoiser so the filter can be use alone

Beta4 released

  • LXS parse now maps Lux bidiractional in BIDIRCPU instead of BIDIRCPUVM

Stable version released

Known Problems

Blender Addon (BlendLuxCore)

New features

Alpha0 released

Alpha1 released

Alpha2 released

  • Show a warning if the scene contains a lot of light sources
  • Expose direct light type property of triangle meshes
  • New render statistics panel in the image editor toolshelf (LuxCore category), provides in-depth render information with option to compare two render slots
  • Add support for image sequences
  • Improved export process and viewport render updates

Alpha3 released

  • Remove min/max limits of world HDRI rotation
  • If pyluxcore import fails, show the most common error source in the error message
  • In world sky light settings, the dropdown for the linked sun light now shows only sun lamps as available options
  • Improved hair export (faster and drastically reduced memory usage), improved UI and descriptions of hair settings
  • Can now define hair UVs without creating vertex colors (this saves memory)
  • Can now interpolate vertex colors over each hair (user can specify root and tip colors)
  • Can now input RGB/HSV values into the constant color texture UI (without having to click on the color property)
  • Node editor: When a new link is about to replace an old link, reconnect the old link to another suitable socket on the same node, if possible
  • Node editor: Submenu for frame and reroute nodes (in node add menu that is brought up with Shift+A)
  • Node editor: Various small node UI improvements (better default width, more compact UI, better readable UI)

Alpha4 released

  • Add option to use the Bidir engine for viewport rendering (useful in scenes with very complex light paths, where RT Path preview does not work well)
  • New option in the math node: Divide
  • New textures in the utils section:
    • Remap (bring a value from one range into another range)
    • Object ID (can be used to randomize a material across multiple objects, see this thread)

Beta1 released

  • Show a warning if all light groups are disabled

Beta2 released

  • Memory usage during smoke export lowered by 50% (issue #164)
  • Show some tile related warnings in halt condition panel to prevent common user mistakes

Beta3 released

  • Expose the first sample blocksize parameter in the UI (controls how pixellated the viewport render is during the first sample)

Beta4 released

  • Add warning to errorlog if imagemaps are used without UV map (this can cause artifacts if the imagemaps are used as bump maps)

Stable version released

Fixed Bugs

Alpha0 released

Alpha1 released

Alpha2 released

Alpha3 released

Alpha4 released

  • Tiled Path engine: Limit AA samples to 1 if denoiser is enabled to fix wrong brightness in denoised image
  • Fixed dupliframes export

Beta1 released

  • Fix area lights emitting light on the wrong side when a negative scale is used
  • Fix cloth material's repeat parameters being exposed as sockets instead of scalars
  • Fix regression introduced in Alpha4 where CPU was not being used during OpenCL renders
  • Fix bug in motion blur export of shared meshes (issue #206)

Beta2 released

  • Fix some unnecessary viewport updates by improving autosmooth export
  • Add missing MacOS pyluxcoretools Network Render support
  • Some minor node editor fixes
  • Fix tiled rendering + denoiser by using the new warmupspp property in LuxCore to ensure enough samples are rendered before collecting samples for the denoiser
  • Use an adaptive samples threshold instead of a fixed timeout to decide when to make the optimal clamp value estimation

Beta3 released
Beta4 released

  • Fix unnecessary multiple export of dupliverts/-faces that could happen in some cases
  • Fix visibility bug in dupliverts/-faces, causing the duplicated object (the child) to be visible
  • Fix obj export fail if material has no luxcore nodetree
  • Fix material not updating in viewport when a luxcore nodetree is created
  • Add a safety net to suggested_clamping_value assignment because it can fail in rare cases

Stable version released

Known problems