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Global Illumination/Raytracing

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@github-actions github-actions released this 31 Mar 08:02
· 137 commits to work since this release
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changelog from 4.8.9 to 4.9.1:

4.9.1
tutorial 02_rendering gi 2

  • Improved the new offline renderer preview and output stability.
  • Fixed saved render images being vertically flipped.
  • Fixed render framing/camera mapping so the offline render matches the current view much more closely.
  • Fixed directional/sun light contribution in offline rendering.
  • Fixed path-tracing striping/banding artefacts.
  • Fixed stale previous-pass/block artefacts in progressive rendering.
  • Fixed render-window preview sizing so the preview no longer grows to the full internal buffer size.
  • Added render size presets while keeping the preview window at a manageable fixed display size.
  • Added a global render light level control for both raytrace and GI/path-trace.
  • Added camera light intensity control.
  • Added an option to disable tile pruning, with pruning now off by default.
  • Improved transparent-material rendering so transmitted rays:
    • pass through transparent surfaces,
    • are tinted by material color,
    • and are dimmed according to alpha.

4.9.0
octodraw 7 gi

  • Added a new Rendering toolbar and render window.
  • Added two offline rendering modes:
    • Raytrace
    • GI / Pathtrace
  • Added progressive rendering passes from coarse to fine, ordered from image center toward the borders.
  • Added Stop and Save controls for offline rendering.
  • Added live compositing of the offline render over the captured GPU framebuffer.
  • Added blur and blend controls for the render overlay.
  • Added simple glass transmission/refraction support.
  • Added desktop/Android parallel tile rendering with worker pool support.
  • Kept web rendering on the single-threaded fallback path.
  • Added worker-count control in the render window.
  • Added resolution display in the render window.

Shorter store/update-note version:
another-house gi octd

  • Introduced a new offline rendering window with Raytrace and GI/Pathtrace modes.
  • Added progressive center-out rendering, save/stop controls, worker-count control, size presets, blur/blend controls, and adjustable lighting.
  • Improved transparency handling for glass-like materials.
  • Fixed multiple offline renderer issues including framing, lighting, vertical save flip, striping, and progressive pass artefacts.
big-building 01 gi