LuxRender v1.0RC1 release

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

Moderators: Dade, coordinators

Re: LuxRender v1.0RC1 release

Postby SATtva » Thu Apr 26, 2012 1:30 am

Maybe leave this for RC2?
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 v1.0RC1 release

Postby J the Ninja » Thu Apr 26, 2012 2:01 am

SATtva wrote:Maybe leave this for RC2?



That would be my vote. We're already up to what, RC1.0.5? :P
-Jason Stuff
User avatar
J the Ninja
Developer
 
Posts: 2509
Joined: Wed May 19, 2010 9:54 pm
Location: Portland, USA

Re: LuxRender v1.0RC1 release

Postby Dade » Thu Apr 26, 2012 8:52 am

jensverwiebe wrote:Update: this issue has something todo when using volumeintegrator multi vs. single.
One get`s exorbitant high effeciency but the render does not look as expected progresswise, needs more investigation.



Jens, do you have a test scene to check the problem ?
User avatar
Dade
Developer
 
Posts: 8404
Joined: Sat Apr 19, 2008 6:04 pm
Location: Italy

Re: LuxRender v1.0RC1 release

Postby jensverwiebe » Thu Apr 26, 2012 9:16 am

Dade wrote:
jensverwiebe wrote:Update: this issue has something todo when using volumeintegrator multi vs. single.
One get`s exorbitant high effeciency but the render does not look as expected progresswise, needs more investigation.



Jens, do you have a test scene to check the problem ?


Just do a volumetric render with mult vs. single setting, dunno if this is really a bug or just a statscount issue.
Anyway, i'll pm you a testscene.


Jens
User avatar
jensverwiebe
Developer
 
Posts: 3429
Joined: Wed Apr 02, 2008 4:34 pm

Re: LuxRender v1.0RC1 release

Postby Dade » Fri Apr 27, 2012 9:51 am

jensverwiebe wrote:Just do a volumetric render with mult vs. single setting, dunno if this is really a bug or just a statscount issue.


I think what you are observing is not related to hybrid rendering: try to switch from "single" to "multi" with normal BiDir, the efficiency will increase by 10x factor. Both normal and hybrid show the same behaviour (i.e. normal reaches a 10.000% and hybrid a 20.000%) .

Efficiency is just the total count of contributions / count of samples. BiDir produces always a lot of contributions for each samples but I'm not exactly sure why "multi" bump so much the number :?:
User avatar
Dade
Developer
 
Posts: 8404
Joined: Sat Apr 19, 2008 6:04 pm
Location: Italy

Re: LuxRender v1.0RC1 release

Postby J the Ninja » Tue May 01, 2012 10:51 am

jeanphi wrote:Hi,

SSS materials also need higher path depths. For the hybrid version it might be advisable to do RR rejection of path connections.

Jeanphi


Question for Dade, does rev 3670/a22d6a69f0c2 implement this, or does it just make hybrid bidir's RR behavior adjustable like regular bidir?
-Jason Stuff
User avatar
J the Ninja
Developer
 
Posts: 2509
Joined: Wed May 19, 2010 9:54 pm
Location: Portland, USA

Re: LuxRender v1.0RC1 release

Postby Dade » Tue May 01, 2012 1:11 pm

J the Ninja wrote:or does it just make hybrid bidir's RR behavior adjustable like regular bidir?


This one.
User avatar
Dade
Developer
 
Posts: 8404
Joined: Sat Apr 19, 2008 6:04 pm
Location: Italy

Re: LuxRender v1.0RC1 release

Postby giuliojiang » Thu May 03, 2012 12:50 pm

Really nice work! :D
I start now testing all the new features of the RC.

Waiting for the Stable release!
User avatar
giuliojiang
 
Posts: 427
Joined: Tue Jun 14, 2011 5:30 am
Location: London, UK

Re: LuxRender v1.0RC1 release

Postby CoolColJ » Sat May 12, 2012 4:14 am

This is something that bothers me in Luxrender - the round blob specular highlights - can this be fixed?

see here for a pic of what I'm talking about
viewtopic.php?f=14&t=3885&start=30#p81675
CoolColJ
 
Posts: 174
Joined: Sun Feb 24, 2008 6:51 am

Re: LuxRender v1.0RC1 release

Postby Meelis » Sat May 12, 2012 4:18 am

CoolColJ wrote:This is something that bothers me in Luxrender - the round blob specular highlights - can this be fixed?

see here for a pic of what I'm talking about
viewtopic.php?f=14&t=3885&start=30#p81675


This looks like negative energy.
Gaussian filter is negative energy free.

Not sure why mitchell filter is still in LuxRender. :roll:
User avatar
Meelis
 
Posts: 1009
Joined: Sat Oct 17, 2009 2:16 am

PreviousNext

Return to News & Announcements

Who is online

Users browsing this forum: No registered users and 1 guest

cron