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LuxRender v1.1 Released

10

LuxRender v1.1 Released toolbox The LuxRender team have released v1.1 which brings a speed improvement ranging from 10 to 40%, a brand new, more realistic sky model and various improvements.

Simon Wendsche writes:

From the announcement:

Less than a month after the historical v1.0, we're back at it with a new v1.1 version. What really motivated this new release is the Blender 2.64 release which was incompatible with the LuxRender v1.0 exporter, and since we also had quite a few goodies ready we decided to do a brand new version to celebrate. We're also abandoning the old LuxBlend (2.4x) plugin since everybody seems to have switched to the new version of Blender, it is still available from its repository, should be compatible with recent releases, but hasn't been updated for quite some time and won't give access to the most recent features.

We'll do our best to answer your questions in the forums or in the bug tracker.

Packages or installers for most platforms have been made available from our downloads page. Some exporters have been packaged in the installers depending on the platform, otherwise you'll be able to get them from the download page or the repositories.

Changes since v1.0:

  • huge speed up with CPU rendering (measured from 10 to 40% improvement, mostly noticeable when using instances)
  • new sky2 light using Hosek and Wilkie just released model
  • render queue fixes when using network rendering
  • fix haltspp when using SPPM
  • new nsamples parameter to the distant light to match other lights and be adjustable with advanced light sampling schemes
  • don't add an extra extension when saving jpeg or tiff files
  • fix light groups LDR saving
  • use a new cache directory in the user temp directory for network rendering to prevent denied accesses when downloading files
  • prevent out of bound interpolation with the mix material
  • network rendering fixes
  • fix area lights consisting of several 100000 faces
  • updated luxrays to support more LuxRender features in core
  • architectural glass fix in SLG
  • render noise threshold halt condition in SLG
  • various fixes and improvements

In LuxBlend25:

  • update for new Blender tile rendering
  • update for new Blender color management
  • update for new LuxRender sky2
  • various tweaks

Link

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  • Sender

    You guys are fantastic , I am looking forward to loose a day worth sleep . Thank you kindly for ,all .

  • http://www.facebook.com/deadlandchronicles taddmencer

    So ... how does this compare to like BI and Cycles?

    • wat

      in what context? rendering is very broad, you can't just say X renderer is better than Y

    • Brian Lockett

      I'd say that LuxRender is a lot more accurate in terms of physics-based rendering, with the light in LuxRender reacting much the same way that light in reality does, and this renderer's technically is much more powerful than Cycles, which was designed to proficiently cheat with its rendered results a lot more than how light really works. Though, it really all depends on your usage of either.

  • Brian Lockett

    Excellent works, LuxRender dev team! Wow, I truly appreciate this great effort from you guys. This is great! What a great way to welcome LuxRender to Blender 2.64. I'm probably going to play around with it all day! Thank you!

  • http://www.mallow.pl mallow

    Sorry for offtopic, but how to cancel subscription for Blendernation news? I keep getting new emails every few minutes. I click the link in the email for managing subscriptions, but it only directs me to a blank page :-/

    • http://www.blendernation.com Bart

      Should be fixed now, thanks!

      Bart

      • http://www.mallow.pl mallow

        thank you! :-)

  • http://www.youtube.com/onjofilms FloridaJo

    New tutorial on installing Luxrender 1.1 for Blender 2.64 on a Mac.
    http://youtu.be/zbMTmI0is6Y

  • Moolah

    I like LuxBlender, it gives awesome results!
    But... it's very-very slow and I can't handle with SLG yet :(
    I hope, guys, you'll make a big success with GPU-only engine because on the practical side it's the only solution for real physically accurate render engines now.
    A decent graphic card with a necessary ammount of memory costs much less than a render farm made of fastests computers with most powerful CPUs. And seems that technologies will be going this way.

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