Hi everybody :),
The LuxRender community team is pleased to announce the release of LuxRender version 0.5, an open source physically based render engine.
This is the first significant release on the road towards version 1.0, and has a large number of new features and major rewrites.
You too can help and accelerate luxrender development by helping us test this release, providing us with your experiences and feedback on our forums, and contributing nice gallery renders.
A new gallery has been placed online here: http://www.luxrender.net/gallery
Downloads & Release Notes
See the v0.5 release wiki page with all downloads and getting started information:
http://www.luxrender.net/wiki/index.php/LuxRender_v0.5_Release
New Features and Changes
Full Spectral rendering
The engine now performs all lighting calculations by sampling full spectra instead of RGB colours.
New Sampling Infrastructure
The sampling infrastructure has been rewritten in a modular way which allows combinations of modern samplers and integrators.
Traditional random and quasi random samplers have new film sampling choices, and intelligent samplers such as MLT (Metropolis Light Transport) and ERPT (Energy Redistribution PT) are available.
Biased and Unbiased integrators
All integrators can be combined with any of the samplers as above:
‘’‘Unbiased’’’: Path Tracing, Bidirectional Path Tracing
‘’‘Biased’’’: Direct lighting (can be used for traditional raytracing w/ ambient occlusion),
Photon Mapping with optional final gather
Hierarchical 2D & 3D procedural material and texture system
Various 2D & 3D procedural textures can be used to modulate all channels of all materials luxrender supports, and infinitely complex hierarchical mixes of them can be constructed.
Various mapping types can be used on 2D textures such as UV, planar, cylindrical and spherical.
Native support for all Blender procedural textures
All blender 3D procedural textures have been ported to the source code and are natively implemented with the same parameters/controls as in blender.
Displacement mapping and engine level subdivision
Mesh objects can be supplied as base meshes and can be subdivided internally in the engine, and displacement mapping using the new hierarchical texture system can be applied.
Distributed network rendering & network transparent API
The network rendering code has been finalized and can be used for distributed progressive rendering across multiple computers.
Volumes/Participating Media rendering
Homogenous, exponential density and 3D volume data can now be rendered for effects such as mist, smoke, lightrays, etc…
User Interface
A new cross-platform GUI has been developed using the wxwidgets toolkit, which will be the foundation for upcoming interactive features.
A console binary is also provided for headless rendering.
Exporters
- LuxBlend (Blender)
- LuxMaya (Autodesk Maya®)
- LuXSI (Softimage XSI®)
Luxblend (blender exporter) has been completeley rewritten and provides a complete integrated material editor and a lot of new controls & presets to use the engine’s new features.
A new exporter for Autodesk Maya® is available, aswell as an exporter for Softimage XSI®.
Module list
Accelerators - tabreckdtree, kdtree, grid, bruteforce
Cameras - perspective, orthographic, environment, realistic
Filters - box, gaussian, mitchell/netravali, lanczos/sinc, triangle
Surface Integrators - bidirectional, directlighting, exphotonmap, particletracing, path(2)
Volume Integrators - emission only, single scattering
Lights - area (mesh emitter), distant (parallel), goniometric, infinite (environment), infinitesample, point, spot, projection, physical sun/sky
Materials - carpaint, glass, matte, mattetranslucent, metal, mirror, mix, null, plastic, roughglass, shinymetal, substrate
Samplers - ERPT, Metropolis, halton, lowdiscrepancy, random
PixelSamplers - linear, tile, lowdiscrepancy, random, vegas
Shapes - barytrianglemesh, cone, cylinder, disk, heightfield, hyperboloid, lenscomponent, loopsubdiv, nurbs, paraboloid, plymesh, sphere, waldtrianglemesh
SPDs - blackbody, irregular, regular, rgbillum
Textures - bilerp, checkerboard, constant, dots, fbm, harlequin, imagemap, marble, mix, scale, uv, windy, wrinkled, blender_blend, blender_clouds, blender_distortednoise, blender_magic, blender_marble, blender_musgrave, blender_noise, blender_stucci, blender_voronoi, blender_wood
Tonemaps - contrast, highcontrast, maxwhite, nonlinear, reinhard
Volumes - exponential, homogenous, volumegrid
UIs - console, wxwidgets GUI, FLTK1 GUI
Enjoy :),
Radiance