LuxRender 0.8 released with new features and GPU rendering
Long anticipated new version of LuxRender is finally out with lots of changes, from new materials to GPU based rendering.
The most important changes are:
- Volumetric scattering along with new "homogenous" material allows creating both atmospheric effects and subsurface scattering depending on user defined density.
- Glossy translucent is another new material that inherits from both glossy and matte translucent materials enabling more realistic skin and leaves rendering.
- Extended photon mapping introduces faster physically correct photon mapping based on research by Matt Pharr and Greg Humphreys.
- Outlier rejection fixes so called fireflies — random overexposed spots where caustics are.
- Apart from object-local and UV-based coordinates for textures there are now two new procedural texture types: band allows complex combination of textures via stops as in multistop gradients, and multimix allows stacking textures.
- Film response mimics analog non-linear film response to light providing more visually pleasing rendering, with several dozens of presets to use.
Even more important new feature is GPU based rendering. Even though it's a work in progress, using OpenCL rendering is clearly a way forward, as it makes it possible to do things like a render farm of GPU enabled nodes. Additionally, just yesterday David Bucciarelli released a video demonstration of SmallLuxGPU v2.0. Here it is: