Difference between revisions of "LuxCoreRender Release Notes v2.1"
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''Beta1 released'' | ''Beta1 released'' | ||
''Beta2 released'' | |||
''Beta3 released'' | |||
''Beta4 released'' | |||
* LXS parse now supports constant fresnelcolor textures | |||
''Stable version released'' | |||
===Fixed Bugs=== | ===Fixed Bugs=== | ||
Line 67: | Line 77: | ||
''Beta1 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=== | ===Known Problems=== | ||
Line 130: | Line 167: | ||
* Show a warning if all light groups are disabled | * Show a warning if all light groups are disabled | ||
''Beta2 released'' | |||
* Memory usage during smoke export lowered by 50% ([https://github.com/LuxCoreRender/BlendLuxCore/issues/164 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=== | ===Fixed Bugs=== | ||
Line 177: | Line 229: | ||
* Fix area lights emitting light on the wrong side when a negative scale is used | * 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 cloth material's repeat parameters being exposed as sockets instead of scalars | ||
* Fix CPU not being used during OpenCL renders | * 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) | * 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''<br> | |||
''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=== | ===Known problems=== |
Latest revision as of 12:01, 18 January 2019
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
- Fixed a problem when using many layers of transparent object (https://github.com/LuxCoreRender/LuxCore/issues/124)
Alpha3 released
- Periodic saves now update the files at the end of a rendering session
Alpha4 released
- Fixed a bug in OpenCL Bloom plugin
- Fixed clamping of denoiser output, which was happening in some scene setups
- The Linux binaries don't use SSSE3 instructions anymore so they now work on some old CPU
- Fixed a bug in OpenCL code for imagemap wrap black and white
- Fixed a difference between OpenCL and C++ code in SchlickBSDF_CoatingSampleF() affecting all glossy-related materials
- Fixed a problem in variance clamping with TILEPATH
- Fixed a problem in Glossy material OpenCL code
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
- LuxCore API requires latin locale
- accelerator.bvh.builder.type = EMBREE_MORTON doesn't work with the latest Embree
- Python crashes when calling sys.exit()
- TILEPATHOCL (and RTPATHOCL) count the layers of transparent surfaces as an iteration of the rendering finite state machine so they requires to increase the max. path depth to avoid black regions.
- There may be artifacts when rendering glossy surface with high roughness values and DLSC
Blender Addon (BlendLuxCore)
New features
Alpha0 released
- Show a label in the UI if OpenCL engine is selected in build without OpenCL support
- Allow random sampler to be used with Bidir (for better denoising results), show a warning if Metropolis is combined with the denoiser
- Do not create a lightgroup pass if only the default lightgroup is used
- Add operator to import multiple images at once (node editor), restructure node categories
- Make LuxCore nodes work with reroutes
- Add support for smoke velocity channel
- Add lightgroup support for volumes
- New invert texture node
- Support for mesh auto smooth option
- Tile highlighting
- Pause mode (Video)
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
- Fix incorrect halt condition check
- Fix exception when updating light attributes from Python console
- Unsaved generated images do not work as imagemap textures
- Fix ColorMix node having min/max sockets instead of scalars in clamp mode
- Fix broken material preview
- Fix backface sockets being visible by default
- Blender interface lags a lot when rendering large resolutions
- Fix some errors if no there is no world
- Fix various bugs in world update logic when deleting/switching worlds
- Fix hair export creating orphaned mesh data, improve hair export performance
Alpha1 released
- Fix float overflow after rendering more than 17 hours (regression introduced in v2.1alpha1)
- Fix unit scale (aka worldscale) not being applied in some places
- Fix for 'Orthographic camera in final render does not match 3D view'
Alpha2 released
Alpha3 released
- Fix gamma and gain parameters of imagemap texture, they are scalars instead of sockets
- Fix statistics being overwritten when render slot is switched during final render
- Use same precision for world and light gain
- Fix broken default material ID assignment
- Fix shape keys not being applied in some cases
- Use vertex color layer marked for render, instead of active layer
- Fix smoke export not working if smoke modifier was not named "smoke"
- Export group instances as LuxCore instances
- Fix export of lights in particle systems
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