Releases: pgrit/SeeSharp
Releases · pgrit/SeeSharp
Release v2.0.3
v2.0.3
Release v2.0.2
v2.0.2
Release v2.0.0
v2.0.0
Release v1.9.0
v1.9.0
Release v1.7.0
v1.7.0
Release v1.6.0
- Improvements and small fixes to the DisneyBSDF and its importance sampling
- Improvements and fixes for the Blender plugin
- Added SeeSharp.ToMitsuba console utility to export scenes for Mitsuba with basic material matching
- Added support for .ply meshes
- Better RNG seeding using a mix of PCG and FNV hashing (FNV to combine different indices into a seed, PCG to decorrelate the result)
- Switch RNG from System.Random to custom PCG for better performance
- Better callbacks for the path tracer
- Made
MinDepthpart of theIntegratorbase class so that directly visible lights can be toggled off with all integrators - Allow disabling denoising for faster render times, but still on by default
- Continued adding XML docs for everything
Release v1.5.1
Changes since 1.5.0
- further tweaks to the GenericMaterial importance sampling
- fixes a rare NaN in GGX importance sampling
Release v1.5.0
Changes since 1.4.4
- Applied bugfix in TinyEmbree that caused inverted shadows from HDR backgrounds
- Improved DisneyBSDF importance sampling of component selection (might break with textured roughness atm)
- Improved documentation throughout the code base
- Fixed a bug in the Blender exporter that caused IOR=1 always
- Added a "LightProbeCamera" to render 360 views from points on scene surfaces
Release v1.4.4
Changes since 1.4.3
- Slightly improved docs
- Option to query IOR from material
- Small bugfixes
Release v1.4.3
Changes since 1.4.2
- Bugfixes in the material system: prevent some NaNs, Infs, and shading normal issues
- Improved the Blender add-on with a basic material UI
- Support binary .fbx files (via assimp) as well as the previous .obj files for faster load times
- Small improvements to scene parsing and error handling
- Fixed a regression where the default maximum path length of all integrators became 0 (set to 5 now)