130,000,000 triangles:
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":
As you can see, the amount of "reflection" changes with the view angle. Alloy can produce some good looking material:
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)
