SLG v1.6beta2 (The 130,000,000 release !)

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SLG v1.6beta2 (The 130,000,000 release !)

Postby Dade » Sat Jul 24, 2010 6:51 am

130,000,000 triangles:

instances.jpg


SLG (SmallLuxGPU) v1.6beta2 (linux 64bit and Windows 32bit executables): http://www.luxrender.net/release/slg/slg-v1.6beta2.tgz (you can use http://www.7-zip.org/ to unpack the archive under Windows)
MacOS binaries: viewtopic.php?f=34&t=4277#p43900
Windows 64bit version: viewtopic.php?f=34&t=4277&p=43899#p43906

Blender 2.5 exporter: the above archive includes the exporter for Blender (download the latest Blender 2.5 version from http://www.graphicall.org/builds/)
3DS Max exporter: viewtopic.php?f=34&t=3760
Sketchup exporter: viewtopic.php?f=34&t=3691

What's new 1.6beta2:

* added a comand to the telnet interface to redefine a material;
* recursion replaced with iterative traversal for SPPM kd-trees (quite faster);
* SPPM eye pass work is now split over multiple threads;
* batch.periodicsave property now works even in no batch mode;
* added telnet support for all scene.camera.* properties;
* Chiaroscuro's patch for windows always-on-top option;
* first SPPM eye pass work is split among multiple thread too;
* the CPU and GPU work in SPPM is now asynchronous;
* added support for scene.infinitelight.gain, scene.infinitelight.shift, scene.skylight.gain, scene.skylight.turbidity, scene.sunlight.dir, scene.sunlight.relsize, scene.sunlight.turbidity to the telnet interface;
* added support for portals to SPPM;
* First working MQBVH kernel: instances support (on NVIDIA, ATI compiler still crash);
* Added Alloy material;
* updated to latest Chiaroscuro's Blender exporter;

Instances support

NOTE: instances support works only with NVIDIA GPUs, ATI users will have to use only native threads/CPU device because there is a bug in ATI OpenCL compiler. (me want to buy a GTX485)

In order to enable true instances support (i.e. memory saving) you have to select MQBVH as accelerator.

Alloy Material

Just to make Losbellos happy, there is a new material named "alloy". It is similar to "mattemetal" however the it is more "specular" at glazing view angle while more "lambertian" otherwise. The left side of the plane is "mattemetal" while the right side is "alloy":

comp-alloy.jpg


As you can see, the amount of "reflection" changes with the view angle. Alloy can produce some good looking material:

alloy.jpg


Example of alloy definition:

scene.materials.alloy.mat_alloy = .5 .5 .5 .5 .5 .5 99 0.8 1

where:

.5 .5 .5 => diffuse component (like in mattemetal)
.5 .5 .5 => specular component (like in mattemetal)
99 => glossy exponent (like in mattemetal)
0.8 => Schlick term (between 0.0 and 1.0) defines how much the reflection changes with viewing angle
1 => enable caustic (like in mattemetal)
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Re: SLG v1.6beta2 (The 130,000,000 release !)

Postby jensverwiebe » Sat Jul 24, 2010 6:59 am

OSX 64bit - update
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SLG v1.6beta2_OSX_Intel_64bit.zip
(4.07 MiB) Downloaded 164 times
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Re: SLG v1.6beta2 (The 130,000,000 release !)

Postby mitchde » Sat Jul 24, 2010 7:32 am

Great the new MQ... kernel (Type 3) works on GPU now.
Instances (1 CPU+2 GPU threads, OS X, 8800GTX)
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Bildschirmfoto 2010-07-24 um 13.48.22.jpg
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Re: SLG v1.6beta2 (The 130,000,000 release !)

Postby piripi » Sat Jul 24, 2010 8:06 am

hi there,

i'm just playing around with small lux and blender 2.5

it works pretty good so far.

but i have some questions:

1. are procedural textures (clouds etc.) supported (can't get it working) ( at the moment i bake the textures, but this is not very fast workflow

2. it seems that my gfx card is just running on ~30% ( see atteched file), is this normal or how can i change this?

3. is there somewhere a good tutorial for setting up materials in blender 2.5 in combination with small lux? or should i just digg deeper in this forum?


anyway i'm really amazed what this little slg thing can do, and i'm looking forward for the next steps and intergration with blender 2.5 :)

greetings
philipp
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Screen shot 2010-07-24 at 2.55.37 PM.jpg
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Re: SLG v1.6beta2 (The 130,000,000 release !)

Postby jensverwiebe » Sat Jul 24, 2010 8:14 am

piripi wrote:hi there,

i'm just playing around with small lux and blender 2.5

it works pretty good so far.

but i have some questions:

1. are procedural textures (clouds etc.) supported (can't get it working) ( at the moment i bake the textures, but this is not very fast workflow

2. it seems that my gfx card is just running on ~30% ( see atteched file), is this normal or how can i change this?

3. is there somewhere a good tutorial for setting up materials in blender 2.5 in combination with small lux? or should i just digg deeper in this forum?


anyway i'm really amazed what this little slg thing can do, and i'm looking forward for the next steps and intergration with blender 2.5 :)

greetings
philipp


1. are procedural textures (clouds etc.) supported (can't get it working) ( at the moment i bake the textures, but this is not very fast workflow--> nope, not yet

2. it seems that my gfx card is just running on ~30% ( see atteched file), is this normal or how can i change this?--> give gpu more power in your case , reduce native threads to 1 or none

3. is there somewhere a good tutorial for setting up materials in blender 2.5 in combination with small lux? or should i just digg deeper in this forum?--> http://clients.teksavvy.com/~hcl/slgbp/

Jens
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Re: SLG v1.6beta2 (The 130,000,000 release !)

Postby losbellos » Sat Jul 24, 2010 8:21 am

wow, Lost of thanks for the material and the release!!!
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Re: SLG v1.6beta2 (The 130,000,000 release !)

Postby piripi » Sat Jul 24, 2010 8:33 am

super! now it is running on 99% :evil:

just a hint for the other noobs, check out the scene files which are included zip of "Dade" http://www.luxrender.net/release/slg/slg-v1.6beta2.tgz

this helped me quite a bit!

cheers and thx for the quick reply!
philipp
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Re: SLG v1.6beta2 (The 130,000,000 release !)

Postby Chiaroscuro » Sat Jul 24, 2010 8:36 am

Fantastic Dade.

Find attached Windows 64-bit build of SLG v1.6beta2. (UPDATED 2010-07-26 with SLG Live! SkyLight)
Requires Freeimage64.dll (if you don't already have)
Attachments
SLG64_exev1_6beta2(8487eaaad46d).7z
SLG v1.6beta2 for Windows 64-bit (UPDATED with Live! SkyLight) (requires Freeimage64.dll)
(241.76 KiB) Downloaded 658 times
Last edited by Chiaroscuro on Mon Jul 26, 2010 5:57 am, edited 1 time in total.
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Re: SLG v1.6beta2 (The 130,000,000 release !)

Postby pxl666 » Sat Jul 24, 2010 8:38 am

jensverwiebe wrote:3. is there somewhere a good tutorial for setting up materials in blender 2.5 in combination with small lux? or should i just digg deeper in this forum?--> http://clients.teksavvy.com/~hcl/slgbp/


hmm i think this one is kinda outdated regarding transparent materials...nevertheless its a good start
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Re: SLG v1.6beta2 (The 130,000,000 release !)

Postby pxl666 » Sat Jul 24, 2010 8:41 am

Dade wrote:* added support for scene.infinitelight.gain, scene.infinitelight.shift, scene.skylight.gain, scene.skylight.turbidity, scene.sunlight.dir, scene.sunlight.relsize, scene.sunlight.turbidity to the telnet interface;


wasn't this available before ? i think i was able to change sunsky parameters with telnet...
---
great release as usual - may i ask for textured emitters?? pls pls
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