LuxRender v1.4RC3 release

News & Announcements regarding releases, features, exporters and project coordination.

Moderators: Dade, coordinators

LuxRender v1.4RC3 release

Postby jeanphi » Wed Dec 24, 2014 8:25 am

Hi,

It's Chritsmas time and a nice present just arrived: the 3rd release candidate for LuxRender 1.4. This one is probably going to be the last one before the final release. Lots of bugs have been fixed and there's already lots of stuff pending for 1.5, 2015 is going to be really exciting.
So give it a good shaking and please report any additional issue you might find here or in our bug tracker.

You can download packaged builds from our download area (Windows builds are still cooking right now but should be ready soon), or get the source from our mercurial repositories:
LuxCore: http://src.luxrender.net/luxrays/commit ... er_v1.4RC3
LuxRender: http://src.luxrender.net/lux/commits/tag/v14RC3
LuxBlend: http://src.luxrender.net/luxblend25/commits/tag/v14RC3

EDIT by tomb:
The windows RC3 builds are available here (note, not installers just self extracting zip files - follow the readme files):
http://www.luxrender.net/release/luxren ... OpenCL.exe
http://www.luxrender.net/release/luxren ... OpenCL.exe

And now, the features! Enjoy!

LuxCore new features since v1.4RC2:
- fix editing of lights
- fix editing of materials
- fix editing of textures
- mix material can now emit light
- fix exporting of glass properties
- fix metal2 material
- clamp is now disabled by default in biaspath
- support for glossytranslucent
- the lxs parser now supports more materials

LuxRender new features since v1.4RC1:
- fix some bugs in LuxCore renderer handling of lights
- export glossytranslucent to LuxCore renderer
- change chromatic aberration lens effect slider range to something more reasonable

LuxBlend new features since v1.4RC1:
- fix particles export
- PEP8 conformance
- improved Blender statistics when using LuxCore
- much improved but still experimental realtime preview
- support of sun, sky and distant lights with LuxCore
- fix DOF support with LuxCore
- light groups support with LuxCore
- fix border rendering with LuxCore
- support for spot lights
- it is now possible to abort an export process
- AOVs support improvements
- fix hemi light orientation
- fix point light orientation (for IES which is now supported with LuxCore)
- support for projector lights with LuxCore
- tonemapping settings for LuxCore
- fix gamma of final render
- allow tuning of LuxCore rendering modes
- glass2 material support with LuxCore
- volume support with LuxCore
- volume precedence support with LuxCore
- lots of small bug fixes and improvements

Linux specific notice about RC3:
- Compiled with GCC 4.8 (making them about 10% faster in classic rendering modes).
- Pylux/pyluxcore libraries are now located in LuxRender home directory instead of LuxBlend addon directory.
- LibPNG 1.2.x has been used to resolve issues with integrated LuxCore rendering on Debian-derived Linux distros. This is an experimental step, users are encouraged to report any problems they'll encounter with PNG textures and PNG images output.

Jeanphi
jeanphi
Developer
 
Posts: 7943
Joined: Mon Jan 14, 2008 7:21 am

Re: LuxRender v1.4RC3 release

Postby SATtva » Wed Dec 24, 2014 8:28 am

Merry Christmas everyone and congratulations with getting another step closer to the awesome release!

(Jeanphi, i slightly edited the list by moving Linux-specific stuff to the bottom.)
Linux builds packager
聞くのは一時の恥、聞かぬのは一生の恥
User avatar
SATtva
Developer
 
Posts: 7164
Joined: Tue Apr 07, 2009 12:19 pm
Location: from Siberia with love

Re: LuxRender v1.4RC3 release

Postby Dade » Wed Dec 24, 2014 8:47 am

Sticky thread :?:
User avatar
Dade
Developer
 
Posts: 8404
Joined: Sat Apr 19, 2008 6:04 pm
Location: Italy

Re: LuxRender v1.4RC3 release

Postby SATtva » Wed Dec 24, 2014 8:51 am

Done.
Linux builds packager
聞くのは一時の恥、聞かぬのは一生の恥
User avatar
SATtva
Developer
 
Posts: 7164
Joined: Tue Apr 07, 2009 12:19 pm
Location: from Siberia with love

Re: LuxRender v1.4RC3 release

Postby crosley09 » Wed Dec 24, 2014 9:30 am

Is there documentation somewhere of the list of render modes that Luxrender/LuxVR 1.4.x supports?

ie, PathOCL, (Bias)Path, Bidir...
i7 5930k, GTX 980 ti, 32 GB ddr4, 512 GB PCIe SSD...Windows 10
User avatar
crosley09
 
Posts: 200
Joined: Fri Oct 07, 2011 1:00 pm
Location: Indiana, USA

Re: LuxRender v1.4RC3 release

Postby B.Y.O.B. » Wed Dec 24, 2014 10:48 am

crosley09 wrote:Is there documentation somewhere of the list of render modes that Luxrender/LuxVR 1.4.x supports?

Here: viewtopic.php?f=11&t=11370#p108548 (bottom of the post)

relevant part:
It is here: https://bitbucket.org/luxrender/luxrays ... ault#cl-36

However it include some experimental/test stuff, at the end of the day, the one to expose should be:

- PATHOCL
- PATHCPU
- BIDIRCPU
- BIDIRVMCPU
- FILESAVER (may be ?)
- BIASPATHCPU
- BIASPATHOCL
User avatar
B.Y.O.B.
Developer
 
Posts: 5181
Joined: Wed Nov 10, 2010 4:10 pm
Location: Germany

Re: LuxRender v1.4RC3 release

Postby crosley09 » Wed Dec 24, 2014 1:35 pm

@B.Y.O.B - Thanks!

Also, Windows build yet?
i7 5930k, GTX 980 ti, 32 GB ddr4, 512 GB PCIe SSD...Windows 10
User avatar
crosley09
 
Posts: 200
Joined: Fri Oct 07, 2011 1:00 pm
Location: Indiana, USA

Re: LuxRender v1.4RC3 release

Postby Stringbeen5 » Wed Dec 24, 2014 4:40 pm

Awesome. Can't wait to try volume precedence. Will laser lights be supported in the final release? I know that you can't promise anything. You guys do awesome work as it is. Thank you.
Custom Build|Windows 8.1|ASUS M5A97 R2.0|FX8350|EVGA GTX 960 SSC|8GB RAM
Stringbeen5
 
Posts: 282
Joined: Wed Jul 18, 2012 1:15 pm

Re: LuxRender v1.4RC3 release

Postby B.Y.O.B. » Wed Dec 24, 2014 5:12 pm

Stringbeen5 wrote:Will laser lights be supported in the final release?

I'll try to remember it, shouldn't be hard to implement into LuxBlend.
User avatar
B.Y.O.B.
Developer
 
Posts: 5181
Joined: Wed Nov 10, 2010 4:10 pm
Location: Germany

Re: LuxRender v1.4RC3 release

Postby Lord Crc » Wed Dec 24, 2014 10:01 pm

Sorry for the delay on the Windows builds, Real Life again :(

I got the builds done, I just need to package them. I promise I'll do it first thing tomorrow.
May contain traces of nuts.
User avatar
Lord Crc
Developer
 
Posts: 5032
Joined: Sat Nov 17, 2007 2:10 pm

Next

Return to News & Announcements

Who is online

Users browsing this forum: No registered users and 1 guest