Difference between revisions of "LuxCoreRender Release Notes v2.2"

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* Added the support for automatic PhotonGI indirect cache best radius estimation
* 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
* Added the support for automatic PhotonGI indirect cache size by using convergence error estimation
* [https://forums.luxcorerender.org/viewtopic.php?f=5&t=984 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 visual 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''


===Fixed Bugs===
===Fixed Bugs===
Line 24: Line 56:
* Fixed a problem with infinite lights and BiDir or PhotonGI
* Fixed a problem with infinite lights and BiDir or PhotonGI
* Fixed a bug when using radiance groups with variance clamping and OpenCL
* 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''


===Known Problems===
===Known Problems===
Line 37: Line 105:
===New features===
===New features===


* Support for new PhotonGI cache (WIP)
* Support for new PhotonGI cache
* Support for Intel OIDN denoiser (WIP)
* Support for Intel OIDN denoiser
* OIDN denoises the viewport once it pauses (enabled by default, pause after 10 seconds by default)
* OIDN denoises the viewport once it pauses (enabled by default, pause after 10 seconds by default)


''Alpha0 released''
''Alpha0 released''
* Show number of users in material UI
* Add support for normal map orientation setting (opengl or directx)
* Add a new front/back opacity node (material category) to control opacity on both sides of a face separately
* Hitpoint Info node that offers position and shading normal vectors
* Dot Product node
* New math operations:
** Power
** Greater Than
** Less Than
''Alpha1 released''
* Add a Vector Math node
* User can now set a custom object ID
* User can now choose a custom viewport color for materials (used in the OpenGL viewport, optional)
* make volume socket export of material output more generic. This means users can now directly plug volumes into the interior/exterior volume sockets, without the need for a pointer node.
* expose volume nodes in material node tree add menu
* add new "colored glass" node preset with inlined volume for simple glasses with volumetric absorption
* add a filter to the pointer node selection menu (so the user can list only materials, only volumes etc.)
* Expose uvmapping3d (available in the 3D mapping node, can be used to map procedural 3D textures with a UV mapping)
* add a debug option to print config and scene properties (in hidden debug menu, search for "Toggle LuxCore Debug Options" in Blender's operator search)
* expose storage property of background image to allow higher precision if necessary
* show button to select problematic object in error log
* implement a workaround to have "delete and reconnect" functionality in the node editor
* add support for improved adaptive sampling, as well as the new NOISE AOV
* add support for automatic radius estimation of DLSC
* add shadow catcher option to only consider shadows from infinite lights (sky, HDRI, flat background color)
''Beta1 released''
* new texture nodes: split RGB/combine RGB
* exposed new visibility map cache ("automatic portals")
* disable most imagepipeline plugins in viewport when viewport denoising is enabled, to avoid artifacts
* new material: Disney (aka principled shader)
* New math textures:
** Rounding
** Modulo (fmod)
* add support for tiled OIDN denoising to reduce RAM usage
''Beta2 released''
* switch to LuxCore material node tree when a node tree is first created (makes it easier for new users to find the LuxCore node tree)


===Fixed Bugs===
===Fixed Bugs===
Line 59: Line 170:


* Fix bug: area light was not removed during viewport render when its layer was made invisible
* Fix bug: area light was not removed during viewport render when its layer was made invisible
* BlendLuxCore AOV settings no longer affect Cycles/BI pass settings
''Alpha1 released''
* fix albedo and avg. shading normal AOVs being used in final render when OIDN was only enabled for viewport
* fix area light not being deleted when its type was switched to laser
''Beta1 released''
* fix some bugs in the node editor
''Beta2 released''


===Known problems===
===Known problems===

Revision as of 10:54, 17 June 2019

LuxCore

New Features

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 visual 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

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

Known Problems

Blender Addon (BlendLuxCore)

New features

  • Support for new PhotonGI cache
  • Support for Intel OIDN denoiser
  • OIDN denoises the viewport once it pauses (enabled by default, pause after 10 seconds by default)

Alpha0 released

  • Show number of users in material UI
  • Add support for normal map orientation setting (opengl or directx)
  • Add a new front/back opacity node (material category) to control opacity on both sides of a face separately
  • Hitpoint Info node that offers position and shading normal vectors
  • Dot Product node
  • New math operations:
    • Power
    • Greater Than
    • Less Than

Alpha1 released

  • Add a Vector Math node
  • User can now set a custom object ID
  • User can now choose a custom viewport color for materials (used in the OpenGL viewport, optional)
  • make volume socket export of material output more generic. This means users can now directly plug volumes into the interior/exterior volume sockets, without the need for a pointer node.
  • expose volume nodes in material node tree add menu
  • add new "colored glass" node preset with inlined volume for simple glasses with volumetric absorption
  • add a filter to the pointer node selection menu (so the user can list only materials, only volumes etc.)
  • Expose uvmapping3d (available in the 3D mapping node, can be used to map procedural 3D textures with a UV mapping)
  • add a debug option to print config and scene properties (in hidden debug menu, search for "Toggle LuxCore Debug Options" in Blender's operator search)
  • expose storage property of background image to allow higher precision if necessary
  • show button to select problematic object in error log
  • implement a workaround to have "delete and reconnect" functionality in the node editor
  • add support for improved adaptive sampling, as well as the new NOISE AOV
  • add support for automatic radius estimation of DLSC
  • add shadow catcher option to only consider shadows from infinite lights (sky, HDRI, flat background color)

Beta1 released

  • new texture nodes: split RGB/combine RGB
  • exposed new visibility map cache ("automatic portals")
  • disable most imagepipeline plugins in viewport when viewport denoising is enabled, to avoid artifacts
  • new material: Disney (aka principled shader)
  • New math textures:
    • Rounding
    • Modulo (fmod)
  • add support for tiled OIDN denoising to reduce RAM usage

Beta2 released

  • switch to LuxCore material node tree when a node tree is first created (makes it easier for new users to find the LuxCore node tree)

Fixed Bugs

  • Fix Tool panel in blender reporting eye paths and light paths wrong
  • Fix Point light size draw function using location without constraints
  • Show noise halt threshold settings for Bidir engine
  • Fix some bugs in group instance visiblity
  • Fix missing srgb/linear conversion in HSV input of constant color node
  • Fix volume priority not being exported
  • Fix bug: pointiness was not working if the last material slot did not contain a pointiness node
  • Improve viewport startup in complex scenes by ignoring materials touched by the export process when evaluating future updates
  • Fix viewport denoiser not working without a camera
  • Fix auto-updater not copying permission bits (this was a problem only for the OIDN standalone binary, which was not executable for this reason)

Alpha0 released

  • Fix bug: area light was not removed during viewport render when its layer was made invisible
  • BlendLuxCore AOV settings no longer affect Cycles/BI pass settings

Alpha1 released

  • fix albedo and avg. shading normal AOVs being used in final render when OIDN was only enabled for viewport
  • fix area light not being deleted when its type was switched to laser

Beta1 released

  • fix some bugs in the node editor

Beta2 released

Known problems