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LuxRender 1.0RC3 Released

The LuxRender team have released their third release candidate for 1.0. The first RC was in April - these guys are taking their testing seriously!

Lord Crc writes:

Changes since v1.0RC2:

  • GUI supports loading "queue files" (.lxq) directly, they're simple text files with one lxs filename per line which are added to the rendering queue.
  • Fixed issue with slow network transfers, as well as several other network fixes.
  • Added alpha channel support in GUI, toggle it in the View menu.
  • The theads, haltspp and halttime spinboxes in the GUI no longer updates the value during typing, only when enter is pressed.
  • Tweaks to rendering statistics.
  • Added "add" and "subtract" textures, these perform simple addition and subtraction respectively.
  • Progress bar in GUI now shows the rendering progress if a halt condition is set.
  • Added an initial "cooldown" to metropolis sampler, this avoids bias when using large mutation probabilities different than 0.5. This is turned on by default.
  • Added experimental "adaptive" large mutation probability feature to metropolis sampler, which can be used to find the "optimal" large mutation probability for a scene.
  • Various fixes and improvements

Known issues:

  • The new cooldown feature can trigger an underlying issue causing a crash if you stop and restart the rendering quickly. If you experience crashes under such circumstances try disabling the cooldown.
  • There's a rare race condition in the code that sends the slave's log to the master, which can cause a crash. This issue is triggered more easily when the slave is loading a scene due to the high amount of logging. Try avoiding updating the render view in GUI while slaves are loading, as the refresh will also cause the master to request the logs (this behavior will be separated before 1.0).
  • While the adaptive large mutation probability code is highly experimental, it shouldn't cause crashes. It may however fail and lead to suboptimal results. Please report any issues with this in this thread.

Link

7 Comments

  1. "adaptive large mutation probability" - now that just sounds too awesome, not sure what it is but definitely sounds awesome :D

    • It attempts to find the optimal large mutation probability value for the Metropolis Light Transport (MLT) sampler for your scene, after rendering for a little. This should (in theory) allow speed gains of 5%-25% as these values are rarely user optimized.

    • As Alan Lancaster says. Though we notices that it has brought out some underlying issues, so it will take a bit more time until we get it right. :)

  2. I have tried luxrender. But I was not successful with it. Maybe I should take a look at it now.

    Its good that there are other renderers that are being developed by other people.

    Thanks to the Devs.

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