LuxRender v0.1 Release Candidate 3 available

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Re: LuxRender v0.1 Release Candidate 3 available

Postby ckbrd » Fri Nov 16, 2007 1:27 pm

mh my note must have been lost ...


radiance the metal shaders, are those measured NK datas, or self created?


I am just curious.

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Re: LuxRender v0.1 Release Candidate 3 available

Postby tomb » Fri Nov 16, 2007 2:08 pm

Hi ckbrd,

I've contacted the original author and asked about the N-K values - I'll get back to you when I hear from him.

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Re: LuxRender v0.1 Release Candidate 3 available

Postby ckbrd » Fri Nov 16, 2007 2:17 pm

ah thats great, those NK files helped me sometimes a lot.

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Re: LuxRender v0.1 Release Candidate 3 available

Postby Marslyr » Fri Nov 16, 2007 2:46 pm

Well, I am pretty happy with the RC3.., then I tried to render my project in it...

Its got horrid artifacts... (its attached), do you think this will be fixed in RC4? :cry:

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1g Ram.
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Re: LuxRender v0.1 Release Candidate 3 available

Postby Ratow » Fri Nov 16, 2007 4:08 pm

Tuxer wrote:Did you mean kupolit_4.blend?

Oops! I meant the last .blend in that thread, the cornell box. Parts of the geometry were cut off when I tried the grid accel.
I quickly tried the kupolit_4.blend and didn't see any artifacts with my luxrender.

Marslyr wrote:Its got horrid artifacts... (its attached), do you think this will be fixed in RC4? :cry:

Argh, it's probably my fault again :(. But I have a patch already... I'm just testing a bit more, so this doesn't happen again.

EDIT: Just commited the patch to the cvs. Please update your sources and test if you can. :)

-Ratow
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Re: LuxRender v0.1 Release Candidate 3 available

Postby afecelis » Fri Nov 16, 2007 5:42 pm

Hi Guys,

Just chcked out latest CVS and recompiled, but now I'm including the static library to see if it fixes the program not running on all systems. The zip gew up from 4 to 9mb, but it includes the blender exporter, the test scenes, and some of the blender source scenes. Same download link:
http://files.wildspad.com/afecelis/luxr ... render.zip
Please let me know if it ran on your linux boxes.

Regards,
Alvaro
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Re: LuxRender v0.1 Release Candidate 3 available

Postby ckbrd » Fri Nov 16, 2007 5:56 pm

very silly question I know but how can the sky / sun lamp cast the correct shadows in Lux?

The reference manual is currently offline (HTML error 404)

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Re: LuxRender v0.1 Release Candidate 3 available

Postby Radiance » Fri Nov 16, 2007 7:57 pm

ckbrd,

the metal material uses values which are declared inside code headers,
they're basically the same values as .nk files, but compiled into the binary instead of being
loaded from nk data files.

regarding sunlight,
tomb has comitted a new version which uses an emitter which casts correct soft shadows for sunlight,
i'll be making this the default in RC4, soon to come :)

greetz,
radiance
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Re: LuxRender v0.1 Release Candidate 3 available

Postby ckbrd » Fri Nov 16, 2007 8:20 pm

Hi Radiance

thanks for the clarification.

What are your plans for RC4?

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Re: LuxRender v0.1 Release Candidate 3 available

Postby Radiance » Fri Nov 16, 2007 8:23 pm

hey,

RC4 will be just a minor bugfix release,
fixes to some sunlight leaks/intersection issues and such

greetz,
radiance
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