News & Announcements regarding releases, features, exporters and project coordination.
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Dade
- Posts: 1918
- Joined: Mon Dec 04, 2017 8:36 pm
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by Dade » Mon Oct 29, 2018 12:58 pm
Beta1released
New LuxCoreRender v2.1beta1 release is available.
v2.1 release notes are available here:
https://wiki.luxcorerender.org/LuxCoreR ... Notes_v2.1
LuxCore new features:
- File name resolver
- New texture: Divide
- New texture: Remap (bring a value from one range into another range)
- Three new textures for accessing the object ID: raw object ID (range 0 to 0xfffffffe), normalized object ID (range 0 to 1), object ID interpreted as color
LuxCore bug fixes:
- Fixed a bug in OpenCL Bloom plugin
- Fixed clamping of denoiser output, which was happening in some scene setups
- The Linux binaries don't use SSSE3 instructions anymore so they now work on some old CPU
- Fixed a bug in OpenCL code for imagemap wrap black and white
- Fixed a difference between OpenCL and C++ code in SchlickBSDF_CoatingSampleF() affecting all glossy-related materials
- Fixed a problem in variance clamping with TILEPATH
- Fixed a problem in Glossy material OpenCL code
BlendLuxCore new features:
- Add option to use the Bidir engine for viewport rendering (useful in scenes with very complex light paths, where RT Path preview does not work well)
- New option in the math node: Divide
- New textures in the utils section: Remap (bring a value from one range into another range), Object ID (can be used to randomize a material across multiple objects)
LuxCoreRender v2.1beta1 files
BlendLuxCore is available here:
https://github.com/LuxCoreRender/BlendL ... _v2.1beta1
Standalone LuxCoreRender is available here:
https://github.com/LuxCoreRender/LuxCor ... _v2.1beta1
VisualStudio 2017 builds
NOTE: Thanks to Acasta69 work, this release for Windows is compiled with VisualStudio 2017. You may need to install the VS2017 runtime libraries: https://support.microsoft.com/en-us/hel ... -downloads
NOTE: due to a bug (https://github.com/embree/embree/issues/195) in Embree v3.2.0, you need to install
also the Intel C++ redistributable (https://software.intel.com/sites/defaul ... .3.210.zip) on Windows
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stefdln
- Posts: 29
- Joined: Tue Oct 23, 2018 11:44 am
- Location: FR
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by stefdln » Mon Oct 29, 2018 1:13 pm
testing it right now, thanks team for the huge work !
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Sharlybg
- Posts: 1009
- Joined: Mon Dec 04, 2017 10:11 pm
- Location: Ivory Coast
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by Sharlybg » Mon Oct 29, 2018 2:13 pm
Thanks guys !

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Racleborg
- Posts: 295
- Joined: Sat Apr 07, 2018 10:31 am
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by Racleborg » Mon Oct 29, 2018 10:07 pm
I was just about to go to bed-no chance of that happening now

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oldladyfear
- Posts: 7
- Joined: Mon Apr 16, 2018 12:57 am
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by oldladyfear » Tue Oct 30, 2018 3:39 pm
found a bug - when using the bidirectional engine, enabling the samplecount AOV stops the sampler from doing anything - 0k samples/second, 0 samples, however it still shows rays/sample correctly. Not sure if this is a blender plugin specific bug, or a bug with luxcore itself.
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Dade
- Posts: 1918
- Joined: Mon Dec 04, 2017 8:36 pm
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by Dade » Tue Oct 30, 2018 5:14 pm
oldladyfear wrote: ↑Tue Oct 30, 2018 3:39 pm
found a bug - when using the bidirectional engine, enabling the samplecount AOV stops the sampler from doing anything - 0k samples/second, 0 samples, however it still shows rays/sample correctly. Not sure if this is a blender plugin specific bug, or a bug with luxcore itself.
BiDir has support only for a very small set of AOVs and it doesn't includes SAMPLECOUNT AOV. It sounds a problem inside the scope of Blender plugin.
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lacilaci
- Posts: 783
- Joined: Fri May 04, 2018 5:16 am
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by lacilaci » Wed Oct 31, 2018 7:50 am
So how's the CPU usage for people using windows and beta1 with opencl? I'm still getting only 15-20% on cpu when rendering with opencl(alphav4 goes to 100%)
EDIT:
Also a small question, with beta1 in a relatively complex night scene I get:
CPU: 280K rays/sec, ~6.5 rays/sample, 780 samples in 8 minutes (or something very close to those numbers)
OpenCL(no cpu): 290K rays/sec, ~6.5 rays/sample, 860 samples in 8 minutes
with alpha v4 I thought since opencl works can use cpu I would get double(or near the performance) but I got
OpenCL(with cpu): 420K rays/sec, ~6.5 rays/sample, 1120 samples in 8 minutes (so far from double the performance)
I also noticed that it takes quite a bit of time to get to 400+ rays/sec, I probably would get more eventually but it was accelerating very very slow.
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sarmath
- Posts: 59
- Joined: Wed Feb 07, 2018 1:22 pm
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by sarmath » Wed Oct 31, 2018 8:35 am
lacilaci wrote: ↑Wed Oct 31, 2018 7:50 am
So how's the CPU usage for people using windows and beta1 with opencl? I'm still getting only 15-20% on cpu when rendering with opencl(alphav4 goes to 100%)
Same here on Linux Mint....with opencl hybrid....cpu usage goes to max 21%.
Linux Mint 19 Tara i7 5820k 2xGTX 1070ti 16 GB RAM