Some bigger changes this time around then.
Jeanphi has made some changes to light sampling, which means that for now the shadow ray count parameter isn't currently used. He's also fixed a long-standing weighting error which affects the look of glossy and metal materials.
edit: updated builds with light sampling bug fix from jeanphi
I have added some new code which allows for complex paths for motion blur, as well as a unified way of specifying motion data for camera and instances.
In addition some general fixes and improvements have been made. Layered and glossycoating material have received bugfixes. Normal mapping should work much more robustly now on long, thin geometry, as well as be faster. Fixed a race condition in Hybrid renderer, causing crashes. Pylux can now report "percent complete" in Blender.
These builds contain LuxRender, LuxConsole, LuxMerger, LuxBlend25 and Pylux for Blender 2.6x, and LuxBlend for Blender 2.49.
The NoOpenCL builds does not require any OpenCL driver or capabilities, but also does not use the GPU for the "hybrid" renderer.
LuxRender_CVS_20111205_64bit_OpenCL.exe
LuxRender_CVS_20111205_64bit_NoOpenCL.exe
LuxRender_CVS_20111205_32bit_SSE2_OpenCL.exe
LuxRender_CVS_20111205_32bit_SSE2_NoOpenCL.exe
LuxRender_CVS_20111205_32bit_SSE1_NoOpenCL.exe
Built with Visual Studio 2008 SP1 + Windows 7 SDK on Win 7 64bit, using AMD APP SDK 2.5 (formerly ATI Stream SDK).
Changelog:
- Code: Select all
45 minutes ago Jean-Philippe Grimaldi Hopefully definitive fix for the new light sampling code.
25 hours ago Asbjørn Heid Fixed network support for new motion block code.
36 hours ago Asbjørn Heid Introduced motion transforms, specified using new motion block.
41 hours ago Jean-Philippe Grimaldi Wrong patch commited, fix typos.
42 hours ago Jean-Philippe Grimaldi New light sampling interfaces:
42 hours ago Jean-Philippe Grimaldi Add a new Pdf member to Distribution1D to get the probability of a given element.
42 hours ago Jean-Philippe Grimaldi Improve BxDF/BSDF comments consistency.
5 days ago Asbjørn Heid Use actual walltime to determine network samples/sec.
6 days ago Guillaume Bouchard SPPM: better struct organisation to reduce memory usage
8 days ago Jean-Philippe Grimaldi Update bxdf.h documentation.
9 days ago Asbjørn Heid Fixed race condition in Path::RequestSamples, causing heap corruption with hybrid renderer.
10 days ago Asbjørn Heid Cleaned up Quaternion class.
10 days ago Asbjørn Heid Fixed nasty bug in MotionSystem::Bound() and cleaned up MotionSystem code a bit.
2 weeks ago dougal2 Add percentComplete statistic - will be chosen from haltspp or halttime by logic in StatsData
2 weeks ago Jean-Philippe Grimaldi Fix various Schlick model pdf computations and update glossy translucent to
2 weeks ago dougal2 lxs_to_lbm2: old changes, forgotten commit; starting implementation of graph
2 weeks ago Asbjørn Heid Added proper implementation of SchlickBSDF::rho()
2 weeks ago Asbjørn Heid Renamed DEBUG define in epsilon.h
2 weeks ago Asbjørn Heid Removed obsolete BxDF SchlickGlossyBRDF.
2 weeks ago Asbjørn Heid Refactored SchlickBSDF to take a MicrofacetDistribution instead of a BxDF for the coating layer.
2 weeks ago Jens Verwiebe Give Networkicon a slightly smaller size to fit other icons
2 weeks ago David Washington added JtheNinja's icons
2 weeks ago Jens Verwiebe OSX: take back crash unrelated last commit, needs more investigation
2 weeks ago Jens Verwiebe OSX: adaption to Blender gcc-4.6 builds, does not play with LTO'ed pylux
2 weeks ago Asbjørn Heid Templated matrix3x3.h routines, made singularity detection in Invert3x3 more robust.
2 weeks ago Asbjørn Heid New and more robust method for recovering derivatives from normal map.
2 weeks ago Jens Verwiebe OSX: add ${LUX_LIBRARY_DEPENDS} to all binaries, needed for boost >= 1.46
2 weeks ago Jean-Philippe Grimaldi Update layered material for coding style and try to improve some of the algorithms.
2 weeks ago Jean-Philippe Grimaldi Some enhancement to the new glossycoating material.
3 weeks ago Jean-Philippe Grimaldi Merge
3 weeks ago Jean-Philippe Grimaldi Clean up the BSDF mess.
Hope you enjoy!
