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Releases: Derpius/VisTrace

VisTrace - v1.0.0-pre2

20 Feb 18:55
3c0ef66
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Pre-release

Bug Fixes

  • Fix incorrectly reading the TraceResult* userdata from the stack as TraceResult in the incident method

VisTrace - v1.0.0-pre1

18 Dec 23:02
5c2d05a
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Pre-release

This is a pre-release, please report any issues here or in the Discord. The binary is API compatible with 0.13 at the moment so the version number on the binary and inside the addon is still 0.13.

Major Changes

  • Global resource cache, greatly reducing subsequent build times of the same models/materials #91
  • MDLParser integration to replace util.GetModelMeshes, reducing build times and allowing for many more features #81
  • Bodygroup support #7
  • Skin support #7

VisTrace - v0.13

27 Sep 13:25
ea67457
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Major Changes

  • Tone mapping auto exposure and linear to sRGB conversion #84
  • Method to create a clone of a render target from both the C++ API and Lua #82
  • BSDF material parameter for the index of refraction outside of the surface #80

Minor Changes

  • Render target saving now automatically converts the image data to the desired extension #85
  • Build process improved by moving binary naming to CMake #87

Bug Fixes

  • Artefacts and releases now bundle the OpenMP runtime for machines that don't already have it, in addition to a binary without OpenMP as a fallback #86

VisTrace - v0.12.0

24 Sep 16:16
1adfb62
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Major Changes

  • Conductor artist friendly edge tint and falloff material parameters #66
  • Anisotropy and anisotropic rotation material parameters #57
  • Completely rebuilt extension API #64
  • TraceResult getters for material and texture paths #77
  • Microfacet thin BTDF #58

Minor Changes

  • Add energy compensation to specular reflection BRDF #51 (spectrans energy compensation later removed due to inaccuracy)
  • BSDF rewritten in local space (dependency on yocto-gl removed) 90429d9 bece682
  • Alpha testing reworked to use Source's material parameters #71
  • Valve materials are now read via the IMaterial interface #72
  • BSDFMaterial properties can now be read from Lua #74
  • TraceResult getter for the incident direction to make using custom BSDFs or the global BSDF functions more convenient #76

Bug Fixes

  • Ignore entities with a Draw override. This prevents drawing models that are overwritten by the hook like effect melons 1a061c2
  • Fix darkening in BSDFMaterial due to overriding the input colours #63
  • Invert X coordinate in HDRI lookups #62
  • Get detail textures on entities passed to CreateAccel #73
  • Various fixes to the BSDF

VisTrace - v0.11.3

15 Sep 08:01
f6f8bb8
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Bug Fixes

  • Add separate *Input variables for BSDFMaterial colours #63
  • Invert x coordinate of HDRI directions #62

VisTrace - v0.11.2

01 Sep 23:18
eea3962
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Bug Fixes

  • Fix multiplying conductor weight by the probability of sampling that BSDF instead of dividing eea3962
  • Remove debug __attribute__((optnone)) that I missed 94f7512

VisTrace - v0.11.1

30 Aug 20:59
1a061c2
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Minor Changes

  • Ignore entities with a Draw function (solves #54)

VisTrace - v0.11.0

30 Aug 18:50
ab70058
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VisTrace v0.11 Shading Update brings a complete overhaul of the BSDF, as well as built in support for per-entity materials as part of the addon.

Major Changes

  • Falcor BSDF replaced with a custom solution based on yocto-gl #29
  • Material toolgun with a preview for applying BSDF materials to entities (you can get them in code with GetBSDFMaterial) #52
  • Static props added to BSPParser and VisTrace, meaning you can now trace fork in all its glory #43
  • IVTFTexture added to extension API, and exposed as VisTraceVTFTexture to GLua, allowing you to sample textures yourself 5f4c0db

Minor Changes

  • Detail textures are now automatically applied, with most blend modes supported #33
  • BVH building has been improved slightly for faster traverse times #19
  • Functions to save and load VisTrace render targets to and from garrysmod/data/vistrace #42
  • MIP arguments in render target dimensions functions to get the dimensions for that level #53
  • Automatic alpha testing in the primitive intersector b3a0a73
  • LobeType enum now exported to GLua by the binary module #29

Bug Fixes

  • Not applying HDRI angles after replacing the sampling strategy 20be5e1
  • Various fixes in 4d9937e
  • Various fixes in the Starfall API

VisTrace - v0.10.0

18 Aug 17:51
456c045
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Major Changes

  • Render target API for significantly faster texture IO with C++ bd7c80c
  • ACES fitted tonemapping (using the new render target API) #25
  • Extension API for easily extending VisTrace's functionality with both C++ and GLua 5218e26
  • Texture LoDs (aka mipmapping) using ray cones and trilinear filtering 64b9ac9
  • Falcor env map sampler, fixing many issues with HDRI sampling and overall improving quality of the sampling ce0928f

Minor Changes

  • Materials are now set to thick by default be71401
  • Added Distance and BaseMIPLevel to trace results 4011792
  • Additional parallelisation with OpenMP
  • More robust map detection #41
  • Texture scaling #32

Bug Fixes

  • Fixed casing of function in SF API c0d5000
  • Fix not loading missing texture when world is null 1b82037
  • Fixed crash in HDRI sampler #31
  • Fixed incorrect world UVs #34

VisTrace - v0.9.3

07 Aug 15:43
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Bug Fixes

  • Lerp from F0 to surface colour, instead of already lerped diffuse component (fixes conductors) b256388