![]() It is now possible to set the light source volume like with camera (for BiDir).Added the support for OpenColorIO Looks to TONEMAP_OPENCOLORIO display mode.Added the support for OpenColorIO Looks to TONEMAP_OPENCOLORIO color space mode.Added the support for camera projection UV shape.Added the support for Albedo and Normal AOV warmup for improved denoising with BIDIRCPU.Intel OIDN plugin now pre-filters Avg.Shading Normal AOV is now coherent with Albedo AOV reflections and transmissions settings Albedo AOV reflections and transmissions can now be configured (mostly for denoising).Added the support for image map filtering nearest, linear was the only mode available before (issue #545).Disney glossiness evaluation uses now the square root of the value to align with the roughness of Glossy2, Metal, etc.Disney glossiness evaluation (for PGI, Albedo AOV, etc.) now checks metal and specular parameters.Added the support to Intel OIDN plugin for enabling/diasbling prefiltering with.Added a safety check for infinite light source when HDR with invalid values (NaN, Inf, etc.) is used.Added the support for Film-only out-of-core rendering (CUDA-only) with property.GPU out-of-core rendering now automatically disable Film GPU image pipeline to save more memory.Introduced the MIPMAPMEM Scene texture image maps resize policy.Added the support for new pyluxcoretools MakeTX.Added the support for Intel OIDN auxiliary buffers pre-filtering.Introduced the MINMEM Scene texture image maps resize policy.Reworked the way alpha channel is computed for transmitted paths.Introduced the concept of Scene texture image maps resize policy and the support for NONE and FIXED policies.LocalRandomMapping3D now supports optional random rotation step parameter (issue #528).UVRandomMapping2D now supports optional random rotation step parameter (issue #528).Regularize coordinate system to solve some anisotropic related issue with glossy material (pull request #521).FILESAVER avoids to save the internal random image map (used by randomized tiling).Added the support for color spaces (Nop, LuxCore and OpenColorIO) to light sources.Added the support for color spaces (Nop, LuxCore and OpenColorIO) to materials.Added the support for color spaces (Nop, LuxCore and OpenColorIO) to implicit definitions of constant textures.Added the support for color spaces (Nop, LuxCore and OpenColorIO) to constant textures.Added the support for color spaces (Nop, LuxCore and OpenColorIO) to image maps.Added the support for new TONEMAP_OPENCOLORIO tone mapper.Introduced (partial) multi-thread support in pre-processing of Light sources.Optimized the parsing of mesh light sources and it is now about 3x faster.BIDIRCPU can now use PhotonGI caustic cache to render SDS paths.Render times have been around 15 mins per frame more or less, could be sped up if I'd have more GPU memory. Some technicalities: ripped models and textures from Splatoon 3, imported into Blender and shaders/materials recreated from the game assets (over 200 different ones), this time rendered with LuxCoreRender for Blender. Flounder Heights at 8am LuxCore, free, open-source renderer for Blender.Might want to use something like this for these type of renders: ĭunno if it works but think it will be closer than cycles. If I find the time to use it for this scene, I'll come back and post a result for you.Īpparently Blender doesn't see light as waves It's been on my radar for a while, but I haven't had time to try it. Someone else suggested running the scene with LuxCore. ![]() I agree that Blender is probably limited here. If you're willing to go closed source then the standard used to be Maxwell Render, but I don't know if that's changed in the last couple of years. My go-to for a pbrt-type renderer Lux which ticks all the same boxes. Appleseed – open-source, physically-based global illumination rendering engine ![]()
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