LuxCoreRender Release Notes v2.0
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New features:
- LuxCoreUI: new image view tool
- RTPATHCPU: new CPU rendering engine with fast scene editing support
- Mist image pipeline plugin
- Environment camera
- Embree accelerated BVH building for OpenCL too
- Reduced the number of times OpenCL kernel re-compilation is triggered
- New BIASPATHOCL with OpenCL micro-kernels
- Better support for light sources defined by many triangles
- Save/resume rendering
- New convergence test code
- Render engine unification (TILEPATH replaces BIASPATH, etc.)
- Abstract API
- Binary SDK
- Area lights with variable directional light
- Embree custom version integrated back in the main Intel project. Using again standard Embree. Updated to the latest version.
- Added the support for saving all scene information in a single binary file
- Added the support for saving all render configuration information in a single binary file
- All LuxCore objects now keep the original names used in LuxCore SDL (visible when using FILESAVER engine for instance)
- Can now save and resume the rendering from a single file (a binary file with RenderConfig+Scene+RenderState+Film information)
- TILEPATH tiles initialization is now done using multi-threading
- Now .bpy serialized mesh file can be used in any place where it was only possible to use a .ply file
- Changed the default min. epsilon from 1e-9f to 1e-5f
- Python unit test now automatically run at any commit thanks to travis-ci.org
- Added the support for glass dispersion
- Added the support for image map wrapping modes
- Added the support for glass dispersion
- Added the support for dynamic edit of halt rendering conditions
- Added the support for periodic save and "safe save" for Film outputs
- Added the support for periodic save and "safe save" for Film file
- Added the support for periodic save and "safe save" for resume rendering file
- Added the pyluxcoreconsole tool
- Added the pyluxcoremerge tool
- Added a fast path for duplicating many objects. Mostly useful for particles.
- Improved glass and archglass sampling strategy
- Added the support for Embree multi-segments motion blur
- New RANDOM and SOBOL samplers to avoid regolar patterns in the early rendering stages
- New TILEPATHSAMPLER base on Sobol sequence (was plain random before)
- Added the support for scene.camera.volume and scene.camera.autovolume.enable properties
- Added the support for new SAMPLECOUNT and CONVERGENCE AOVs
- Added the support for convergence based adaptive sampling to RANDOM and SOBOL samplers
- Visibility driven sampling of env. light sources (aka portals without portals)
- OpenCL/C++ hybrid rendering
- Camera invisible objects
- LuxCoreRender is now available as Python Wheel
- Added the support for rotations to UVmapping2D
- Added the support for Sphere and MapSphere light source
- New heterogeneous volume rendering code
- Variance Clamping support in BIDIRCPU
Fixed bugs:
- Fixed a bug in Glossy2 material (Fresnel reflection related code)
- Fixed NaNs in Metal2 material
- Fixed NaNs in Scale texture bump mapping code
- Fixed a bug when saving light sources defined with an old deprecated syntax
- Fixed a memory leak in convergence test
- Fixed a problem in the computation of scene bounding sphere triggering wrong rendering with infinite lights and large scenes
- Fixed PATHOCL+METROPOLIS output difference with PATHOCL+RANDOM/SOBOL
Known problems: