Lord Crc wrote:I forgot to mention an important change. Jeanphi fixed a long-standing weighting error which affects the look of glossy and metal materials. The error goes back a year, so if glossy or metal looks different than you're used to,that'd be why.
Um.
I think something more's gone on here. Comparing results from my last build of LuxRender (from Graphicall, dating to Oct 23rd) and the current version - the current version is either bouncing faaaaar too much light off of matte surfaces, or some kinds of surfaces are no longer blocking IBL light (Same or similar problem with Sky light. Sun light is fine, SunSky obviously has the Sky component unblocked). Or the glossy surface is showing more than just "some" issues - I don't see how this much light is getting to the underside of the figure at all other than going "through" the ground, and it's not over-lighting from other directions.
I've attached two images: One from the Oct 23rd build, one from this build. I am using the Windows 64 bit build, OpenCL - these scenes were rendered in Path, CPU only, but I have the same problems in bidir Hybrid as well.

- Oct 23rd build

- This Build
Ground surface is matte, boots, pants, vest are glossy, shirt is glossy-translucent, figure skin is plain glossy as a placeholder... All the metal surfaces are a Metal2 with image driven fresnel textures.