When setting up materials in LuxRender one needs to be conscious about it’s physically based nature. Thus it helps to know how how the various materials are modeled and how the parameters related to the real world. In this series of articles I’ll try to give some insight into this. First up are the basic …
One of the main features in the upcoming release of LuxRender is proper absorption in transparent media. Before, transparent materials, such as glass, had a single “transmission color”. As a ray entered the material, it was modulated (multiplied) by this color and again if it exited. The problem is that this doesn’t really match how …
The first maintenance release of LuxRender has been released! Read the release notes and fire up those cores 🙂 Just in case there’s an issue with the official downloads, I’m hosting the Windows builds here. Installers LuxRender 0.6.1 x64 LuxRender 0.6.1 x86 SSE2 LuxRender 0.6.1 x86 SSE1 Archives LuxRender 0.6.1 x64 LuxRender 0.6.1 x86 SSE2 …
Having laid the groundwork in part 1, it is now time to actually simulate the interior of a white dwarf star. I’ve decided to use C# for this. I really like the C# language and with Mono it’s fairly trivial to make it cross-platform, which is nice. I covered the basics needed in my post …
Lots of bugs have been fixed in LuxRender since RC5, and if all goes well, the 0.6 release is right around the corner. Since we’ve had to move hosts recently, I’ve added the files here as a mirror in case something goes wrong: MS-Windows® Windows 32bit SSE2: luxrender_v06_RC6_win32_SSE1.zip (4.14 Mb) recommended Windows 32bit SSE1: luxrender_v06_RC6_win32_SSE2.zip …