LuxRender 0.9-dev Windows build of 05-12-2011

Weekly builds for testing and use between releases.

Moderator: coordinators

Forum rules
Please read the information / sticky post for some basic information regarding these builds/support.

Re: LuxRender 0.9-dev Windows build of 01-12-2011

Postby Lord Crc » Thu Dec 01, 2011 11:16 am

There, fresh builds up, should work now, I hope!
May contain traces of nuts.
User avatar
Lord Crc
Developer
 
Posts: 4460
Joined: Sat Nov 17, 2007 2:10 pm

Re: LuxRender 0.9-dev Windows build of 01-12-2011

Postby Lord Crc » Thu Dec 01, 2011 9:55 pm

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.
May contain traces of nuts.
User avatar
Lord Crc
Developer
 
Posts: 4460
Joined: Sat Nov 17, 2007 2:10 pm

Re: LuxRender 0.9-dev Windows build of 01-12-2011

Postby syndaryl » Fri Dec 02, 2011 10:26 am

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.

Highlander_02.png
Oct 23rd build


Highlander_03.png
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.
Roter Sand und weisse Tauben \ Laben sich an meinem Blut
Am Ende gibt es doch ein Ende \ Bin ich doch zu etwas gut
User avatar
syndaryl
 
Posts: 154
Joined: Sun Sep 05, 2010 11:28 pm

Re: LuxRender 0.9-dev Windows build of 01-12-2011

Postby syndaryl » Fri Dec 02, 2011 10:59 am

I tried to do a simple sphere-plane test, and LUX crashed after about 100 samples :o
Roter Sand und weisse Tauben \ Laben sich an meinem Blut
Am Ende gibt es doch ein Ende \ Bin ich doch zu etwas gut
User avatar
syndaryl
 
Posts: 154
Joined: Sun Sep 05, 2010 11:28 pm

Re: LuxRender 0.9-dev Windows build of 01-12-2011

Postby J the Ninja » Fri Dec 02, 2011 11:23 am

viewtopic.php?f=8&t=7480&p=74475#p74475 I'm thinking the new light sampling has some issues with the infinite light.
-Jason

Material DB Admin
User avatar
J the Ninja
Developer
 
Posts: 2212
Joined: Wed May 19, 2010 9:54 pm
Location: Portland, USA

Re: LuxRender 0.9-dev Windows build of 01-12-2011

Postby Meelis » Fri Dec 02, 2011 12:10 pm

Yes something is wrong, glass2 mediums are colorless like no absorption (especially when there is strong light behind).
Only few faces appear like there is absorption.

2045_luxrender-3230-win64 works ok.
User avatar
Meelis
 
Posts: 876
Joined: Sat Oct 17, 2009 2:16 am

Re: LuxRender 0.9-dev Windows build of 05-12-2011

Postby Lord Crc » Mon Dec 05, 2011 5:59 pm

Updated builds with light sampling bug fix from jeanphi, hopefully this resolves the weird lighting you've experienced.
May contain traces of nuts.
User avatar
Lord Crc
Developer
 
Posts: 4460
Joined: Sat Nov 17, 2007 2:10 pm

Re: LuxRender 0.9-dev Windows build of 05-12-2011

Postby Meelis » Tue Dec 06, 2011 2:44 am

Lord Crc wrote:Updated builds with light sampling bug fix from jeanphi, hopefully this resolves the weird lighting you've experienced.


Thanks :)
User avatar
Meelis
 
Posts: 876
Joined: Sat Oct 17, 2009 2:16 am

Previous

Return to Weekly Testing Builds

Who is online

Users browsing this forum: No registered users and 1 guest