LuxRender v1.0 final release

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LuxRender v1.0 final release

Postby jeanphi » Mon Sep 10, 2012 2:50 pm

Hi all,

We are pleased to offer you the long awaited new stable version of LuxRender: version 1.0. This release features lots of enhancements and fixes all around that have been quickly summarized in the wiki. We give a slightly more verbose list below.
Many thanks to all the developers involved in this development cycle, this is probably the most stable release of LuxRender even if a few issues remain and should be fixed in a forthcoming release. Starting from now on, we'll try to make more timely releases to provide you with improved features as soon as they are stable enough.
We'll do our best to answer your questions in the forums or in the bug tracker.

Congratulations to B.Y.O.B. for the new splash screen.

Packages or installers for most platforms have been made available from our downloads page. Some exporters have been packaged in the installers depending on the platform, otherwise you'll be able to get them from the download page or the repositories.

Changes since v1.0RC4:
- networking fixes
- GUI improvements
- photon mapping fixes when restoring photon maps
- GPU rendering fixes
- SPPM fixes
- queue rendering fixes
- automatic tonemapping and imaging pipeline improvements and fixes
- layered material improvements
- support for more IES files
- Retina display support for Apple devices
- various bug fixes from static analysis tools

Other changes since v0.8 (from RC releases):
- much improved SPPM rendering (stochastic progressive photon mapping)
- much improved hybrid path rendering
- new hybrid bidir rendering
- improved network rendering with better reconnect logic
- improved rendering speed and memory usage
- updated GUI
- point and spot lights now have lighting power and efficacy parameters like area lights
- normal mapping support
- much improved motion capabilities
- updated carpaint model so that it better matches the original paper
- new colordepth texture to assist in defining volume parameters from their appearance
- new layered material allowing arbitrary layering of materials
- new glossycoating material allowing to make any material glossy
- new fresnel functions to allow configuration from RGB colors, mixing, gradients, ...
- new metal2 material much more flexible than the previous metal material
- colorspace fixes
- better linear tonemapper behaviour regarding real lighting schemes
- improved loop subivision surfaces handling
- new direct sampling of lights for bidirectional
- faster image buffer handling
- render queue support in GUI
- new SQBVH accelerator given better results than standard QBVH (still experimental)
- much improved build system with reduced executable sizes thanks to the use of DLLs
- lots of bug fixes and improvements all around
- new bidirectional integrator light sampling options (allowing undersampling dim lights for example)
- lots of improvements to hybrid CPU/GPU bidirectional integrator (still highly experimental)
- new "none" volume integrator to speed up rendering of empty volumes
- continued improvements on statistics display
- fix for the "fresnelname" texture
- more preset exposures for the "linear" tonemapper
- fix for "environment" camera that didn't work with integrators other than bidir
- lots of network rendering improvements with file caching, better reconnection logic, ...
- lots of SPPM improvements
- huge memory reduction with SPPM and hybrid rendering
- accurate dispersion support for the "roughglass" material
- fix for IES lights
- improved numerical stability
- various fixes and improvements
- GUI supports loading "queue files" (.lxq) directly, they're simple text files with one lxs filename per line which are added to the rendering queue.
- Fixed issue with slow network transfers, as well as several other network fixes.
- Added alpha channel support in GUI, toggle it in the View menu.
- The theads, haltspp and halttime spinboxes in the GUI no longer updates the value during typing, only when enter is pressed.
- Tweaks to rendering statistics.
- Added "add" and "subtract" textures, these perform simple addition and subtraction respectively.
- Progress bar in GUI now shows the rendering progress if a halt condition is set.
- Added an initial "cooldown" to metropolis sampler, this avoids bias when using large mutation probabilities different than 0.5. This is turned on by default.
- Various fixes and improvements
- various fixes to bidir (more accurate and less memory hungry)
- metropolis cooldown feature has been improved and should be both faster and more reliable
- out of memory robustness improvements
- improvements to the GUI (most notably when saving files if no extension is present, the default extension of the file selector filter is automatically appended)
- fix for some glossy materials, most notably glossytranslucent which was causing lots of fireflies
- render queue fixes
- fix for motion blur broken in RC3
- many fixes and improvements to network rendering (deadlock fix, reset option, ...)
- fix for SPPM crashing under some circumstances
- new glossy implementation, more SPPM friendly
- improved image cropping capabilities with fully functional border render in Blender in all cases


Source Code

People who want to download the source code can download the v10 tag files of our HG source code repository here:

LuxBlend (2.49 - deprecated):
LuxBlend (2.63):



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Re: LuxRender v1.0 final release

Postby Lord Crc » Mon Sep 10, 2012 3:21 pm

Yay :D

Nice big list of changes, though I'm sure we're still missing a bunch ;)

A massive thanks to all testers, and also you "regular users", my jaw hits the floor each time I visit the gallery :)
May contain traces of nuts.
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Re: LuxRender v1.0 final release

Postby J the Ninja » Mon Sep 10, 2012 3:24 pm

Download page isn't actually updated yet. ;)
-Jason Stuff
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Re: LuxRender v1.0 final release

Postby jeanphi » Mon Sep 10, 2012 3:31 pm


It is now! You guys are so impatient!

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Re: LuxRender v1.0 final release

Postby zsolnai » Mon Sep 10, 2012 3:31 pm

So this is "The Day" for the LuxRender community. Congratulations to you guys for your hard work! :)

Ps: I haven't mentioned it yet, but man, jeanphi was on fire before v1.0!
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Re: LuxRender v1.0 final release

Postby SATtva » Mon Sep 10, 2012 3:49 pm

Incredible indeed. 1.0. Congratulations everybody! :)
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Re: LuxRender v1.0 final release

Postby B.Y.O.B. » Mon Sep 10, 2012 3:49 pm

Congratulations and thanks for developing this awesome piece of software!
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Re: LuxRender v1.0 final release

Postby J the Ninja » Mon Sep 10, 2012 3:52 pm

WOooohooo! We made a v1.0! Drinks all around! :) :D
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Re: LuxRender v1.0 final release

Postby Pilchard123 » Mon Sep 10, 2012 4:01 pm

YAY! Have some fireworks!
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Re: LuxRender v1.0 final release

Postby lyc » Mon Sep 10, 2012 6:10 pm

Congrats to the lux team, it's a great release and community effort :) Respect!
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