LuxRender v1.0RC1 release

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Re: LuxRender v1.0RC1 release

Postby Pilchard123 » Tue Apr 17, 2012 11:08 am

Yay! Congrats! This isn't going to mean a drop in development, is it? I realise that sounds a bit selfish, but the community of devs and users is one of the things that made me stick with Luxrender, even though I have never actually released anything yet. I have a few ideas, so I might enter the splash competition.

*END LIST OF VAGUELY RELATED THOUGHTS*
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Re: LuxRender v1.0RC1 release

Postby J the Ninja » Tue Apr 17, 2012 11:19 am

Pilchard123 wrote:Yay! Congrats! This isn't going to mean a drop in development, is it? I realise that sounds a bit selfish, but the community of devs and users is one of the things that made me stick with Luxrender, even though I have never actually released anything yet. I have a few ideas, so I might enter the splash competition.

*END LIST OF VAGUELY RELATED THOUGHTS*



No, no. In fact, we've talked about doing more regular, smaller releases since the weeklies are so popular as actual production builds.

The main reason we released this as 1.0 is we couldn't think of a good reason not to. There were no glaring missing features anymore, performance and image quality was on par with other renderers that use similar algorithms, etc.
-Jason Stuff
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Re: LuxRender v1.0RC1 release

Postby dragon » Tue Apr 17, 2012 3:13 pm

We are bundling SLG (Small Lux GPU) with this release because it is lightning fast and pretty usable even with its highly experimental status.


i hope SLG is next on priority-list after LuxRender 1.0
to get it away from experimental state

SLG demonstrate that RGB-rendering can look also realistic

I hope you can make it much more faster than cycles (using Cuda?) without cycles node ballast
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Re: LuxRender v1.0RC1 release

Postby DKD » Tue Apr 17, 2012 4:17 pm

Thanks for all the work, any one know how to get Smalllux working?
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Re: LuxRender v1.0RC1 release

Postby zeealpal » Tue Apr 17, 2012 5:10 pm

DKD wrote:Thanks for all the work, any one know how to get Smalllux working?


Here is the blender addon for SLG

https://bitbucket.org/luxrender/luxrays ... lluxgpu.py
i7 4790k @ 4.8GHz | 2 * GTX 970's | 16GB RAM
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Re: LuxRender v1.0RC1 release

Postby jedimangia » Tue Apr 17, 2012 5:20 pm

Thk for good work.

Note for my test...
Full support multi processor and multicore now.
Last version use all performance in network render, full use g34 amd cpu in client ( q6600 master render and dual opteron 6128 play with full performance now in client with all 16 core)!
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Re: LuxRender v1.0RC1 release

Postby pixie » Tue Apr 17, 2012 5:45 pm

Test scenes, anyone?
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Re: LuxRender v1.0RC1 release

Postby J the Amateur » Tue Apr 17, 2012 6:02 pm

Great. Now I have to stay up until 2 in the morning again and be tired all day tomorrow at work. Thanks Lux developers!!!! :mrgreen:

Seriously though, I can't imagine the amount of work that must've gone into this release. This renderer could easily be sold for a lot of money and the fact that you continue to keep it open source is very admirable. I second the whole donation idea.
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Re: LuxRender v1.0RC1 release

Postby zsolnai » Tue Apr 17, 2012 7:03 pm

Has this been linked yet?
http://www.blendernation.com/2012/04/17 ... -released/

Also, Lux is headlined on the main page. :)
http://www.blender.org/
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Re: LuxRender v1.0RC1 release

Postby FishB8 » Tue Apr 17, 2012 9:13 pm

Fails to build against latest freeimage. (I would file a bug, but the bug-tracker keeps throwing weird errors about invalid Mercurial revision numbers)
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