LuxRender 1.6 Released!

Here is the latest release announcement for LuxRender 1.6 from the LuxRender forum:

Hi,

We are happy to announce the final release of the 1.6 version of LuxRender.
This release just fixes a few bugs compared to v1.6RC1 but features tremendous improvements to the new LuxCore render engine compared to v1.5. It is still missing some of the features of classic LuxRender but has gained numerous unique features to help artists creativity.
You can get a visual outlook of the new features in the wiki: shadow catcher objects, sky ground color, new image pipeline, much better nodes support in Blender, automatic blender materials conversion to name a few.
The Blender integration is not the only one to have seen huge improvements, the 3DSMax plugin has also been reworked and is now much better integrated, follow the development in the 3DSMax forum.

If you find any issue please report them in the forum or in our bug tracker. Note that the Blender plugin is now using its own bug tracker at BitBucket.

Thanks to all developers for their hard work and to the users for their feedback throughout the development process.

Please consider making a donation if you like our work and want to help us continue to improve LuxRender.

You can download packaged builds from our download area, or get the source from our mercurial repositories:
LuxCore: http://src.luxrender.net/luxrays/commit … ender_v1.6
LuxRender: http://src.luxrender.net/lux/commits/tag/v16
LuxBlend: http://src.luxrender.net/luxblend25/commits/tag/v16

You’ll find below the full change list since v1.6RC1.

LuxCore new features since v1.6RC1:

  • Fix for OpenCL fresnel textures
  • Fix for light source updates when defining a new material

LuxRender new features since v1.6RC1:

  • Build improvements

LuxBlend new features since v1.6:

  • Fix a motion blur bug
  • Fix border rendering spanning the whole image
  • Improved UI formatting

And now the full change list since v1.5.1.

LuxCore new features since v1.5.1:

  • Optimized Sobol sampler
  • Adaptive radiance clamping
  • Improved convergence test for BIASPATH
  • Ability to see the active tiles
  • Fix for heterogeneous volumes
  • Dynamic editing of the film pipeline
  • Add scaling to the radiance groups
  • Improved spectrum to RGB conversions for textures using spectra (blackbody, fresnel, lamp, …)
  • Fast pixel filtering for PATHCPU and OpenCL modes
  • Fix filtering radius in BIASPATH
  • Fix a bug when deleting an object emitting light
  • Fix OpenCL compilation of RT modes
  • Fix for the glossy materials
  • New luxcoreconsole and luxcoreui interfaces
  • Build system fixes and improvements
  • New bilerp texture
  • Support for Mitchel filter with supersampling (MitchelSS)
  • Fix subregion rendering
  • Fix BIDIR CPU with infinite not intersectable light sources
  • New hybrid dynamic/static OpenCL code generation system for easier compilation and update of textures and materials
  • New cauchy and abbe fresnel textures
  • Improved parsing of fresnel textures in lxs files
  • Fix a bug when creating a new mesh in dynamic scene editing
  • New colordepth texture
  • New object ID related AOVs
  • New ground albedo and ground color option for sky2 lights
  • Improved handling of AOVs for RT modes
  • Fix a typo in the substract texture
  • Enable OpenMP support in film image pipeline
  • New HSV texture
  • Fix for roughglass material
  • Fix some race conditions
  • Change the OpenCL cache folder on Linux because /tmp is often deleted on reboot
  • New background image plugin for the image pipeline
  • Fix bumpmapping code
  • New material transparency property
  • New support for local mapping of textures
  • New bloom, vignetting, chromatic aberration, premultiply alpha plugin for the image pipeline
  • New rendering process controls in the API (pause, resume, …)
  • OpenCL support for the image pipeline
  • Add support for multiple image pipelines
  • New API to save a mesh
  • Support for film resizing
  • New shadow catcher material property
  • New support to define the random number generator seed
  • Fix dynamic editing of camera DoF
  • New density grid texture

LuxRender new features since v1.5.1:

  • Build system improvements
  • Adaptations to LuxRays

LuxBlend new features since v1.5.1:

  • Nodes support for LuxCore
  • Fix a bug in hair export
  • Fix some issues in nodes for classic Lux
  • Fix normalmap gamma to be 1
  • Fix bug with camera motion
  • Fix render gamma handling
  • Fix emission override in clay render mode
  • Fix for autofocus
  • Update DoF configuration
  • Integrate LuxCore image pipeline better
  • Live editing of image pipeline
  • Fix render statistics
  • New support for localview
  • Improve preview rendering
  • New light strategy option
  • Improved viewport rendering
  • Better tooltips for light settings
  • New ground albedo and color for sky2 lights
  • OpenCL settings
  • Adjusted epsilon value to prevent numerical accuracy issues
  • Fix LuxCore bumpmapping
  • Material converter for Cycle materials to LuxRender materials
  • Fix proxies use with particle systems
  • Fix anisotropy of glossy material
  • Add support for local mapping to textures
  • Add uniform U/V scaling
  • Add support for new LuxCore pause/… API
  • Fix image map export
  • Add support for LuxCore new image pipeline plugins
  • Add material opacity
  • The null material is now called transparent
  • Add image map support for point lights
  • Replace Mitchel filter with super sampled Mitchel filter
  • Fix bug with several viewport renders at the same time
  • Support for shadow catcher materials
  • New transparent film option
  • Add material groups for better material ID handling
  • Export density grid data
  • Fix for visibility handling
  • New python expression node
  • Fix LuxCore crop handling
  • Add time limit to biaspath

Jeanphi

Guys you render looks really interesting i plan to integrate it in my pipeline. Good job guys keep doing it.

Thanks to everyone who worked on this release.
Probably interesting for the Blender people:

Congratulations on a great release and thanks for sharing!

Is there any chance NV GPU cards will be supported on Linux, ever?

I think that’s up to Nvidia (and their OpenCL support).
But I never heard that it does not work before?

I have had no luck using nv GPUs i had so far, at least i have a feeling they were not involved in rendering which would be endless process compared to Cycles. List of supported GPUs does not mention Nvidia for the Linux too.
Could be i do something wrong or simply expect miracles.

Will try latest release.

Thank you for your time answering.

There is definitely people using Nvidia GPU’s on Linux. Try to use the most recent drivers.
Even my poor Intel integrated graphics can sometimes work if the scene is simple enough
The page you’ve linked just list some known to be working systems, but it not an exhaustive list.

I had the newest drivers directly from nvidia’s site with OCL support they provide for Linux every time i tested Lux; this shouldn’t be an issue.
Thanks for the support, i thought nvidia on Linux might be excluded as such looking at the table…

You can test if OpenCL works correctly with LuxMark: http://www.luxmark.info/
It should list the devices it can find.
Direct download link for Linux 64bit: http://www.luxrender.net/release/luxmark/v3.1/luxmark-linux64-v3.1.tar.bz2

@eppo, What Linux distribution do you use?

If it is ubuntu based, install “ocl-icd-libopencl1” package. If the package is already installed, you reinstall the package.

Edit:
Note that there is a package called “nvidia-libopencl1” which can lead to conflicts. If you have it installed, you uninstall that package, and reinstall “ocl-icd-libopencl1”

So in short, you need to have installed “nvidia-opencl-icd-XXX” (where XXX is driver version you have installed) and “ocl-icd-libopencl1”

Thanks YAFU, i really do not want spam this thread with support related things, i’ll try again and move to tech support.

Cool thanx for sharing !

But i have two problem, How to render UV in luxrender ? and the other for light is tricky so what mean gain and importance cause i can’t control the intensity?

@threedslider, did you mean uv image maps or something else?

Gain is how much brighter a light source is compared to another, however by default the tonemapping will be set to ‘auto linear’ which adjusts itself based on light brightness. Try switch to linear instead and then adjust the lights :slight_smile:

Ok thank you, light is resolved. For UV yes i mean to uv images, with or without nodes ?

Wow… lot’s of changes, congrats on release and keep it up! Great job, sincerely thanks!

2D image textures use UV mapping by default.
What exactly are you doing and what does not work as expected? Can you provide a screenshot?

Crashes immediately on OS X when hitting Render, or switching to rendered view.

http://www.pasteall.org/69666

There is a screenshot :

Any idea from that ?

Attachments


It looks like you didn’t save the image to disk.

Whats this setup ? Hackintosh ? Could be a simple driver issue then. Also use at least 10.11.3 or newer.


Model: iMac14,2, BootROM IM142.0118.B00, 4 processors, Intel Core i7, 3,49 GHz, 32 GB, SMC 2.15f2
Graphics: NVIDIA GeForce GTX 980, NVIDIA GeForce GTX 980, PCIe, 4095 MB
Graphics: NVIDIA GeForce GTX 770, NVIDIA GeForce GTX 770, PCIe, 4095 MB

Jens