pureLIGHT 1.6.5 has arrived
by David Chan · 06/22/2011 (10:03 am) · 7 comments
It's been a while since we've done an update to pureLIGHT. Fortunately that doesn't mean we've been idle. The last six months have been pretty exciting here at pureLIGHT. The bad news is that we still can't talk about a lot of the really cool things that are happening. The good news is that we have an updated version of pureLIGHT for your enjoyment. Here are the changes for pureLIGHT 1.6.5:
preLIGHT
-Fixed the axis's on ZUp lights imported from Collada
-Default direct/indirect filter radii are now configurable options
-Fixed issues with merging meshes with missing submaterials
-Fixed some minor material import issues from ASE meshes imported from Google Sketchup
-Made some improvements to the LMA unwrapping algorithm, it should produce more efficient unwrappings in some cases now
pureLIGHT
-The live preview lightmaps now have mipmap correction applied to them, preventing some false light bleeds from showing up
-Ability in the ability to render only the lighting on objects
-Fixed some issues resulting from running low on video memory and low on system memory
-Reduced the amount of memory required for baking
-Lightmap updates are delayed slightly to allow them to batch up to prevent the system from becoming unresponsive when baking scenes with lots of small lighting groups
-You can now change the number of lighting threads to be created within pureLIGHT itself, if you don't want to use all of your system resources for a bake
-Fixed some extremely rare cases that could lead to a hot spot texel being generated on the lightmaps
-Splitting a light group with a position offset applied to it now applies that same offset to the split off lights
-You can now move around in lighting preview mode (requires a powerful computer)
-Reconverting a light will now reset its position/direction
Torque
-Fixed scene background color being exported incorrectly
-For scenes with only the indirect lighting baked in, the representedInLightmaps flag is no longer set on lights, so that they cast direct diffuse light on the lightmapped objects
-New lights default to casting shadows now
The documentation has also been updated to reflect new functionality and interface changes. As always, if there are any questions or concerns or if you just want to make some suggestions or tell us how awesome pureLIGHT is drop us an email at our support address.
preLIGHT
-Fixed the axis's on ZUp lights imported from Collada
-Default direct/indirect filter radii are now configurable options
-Fixed issues with merging meshes with missing submaterials
-Fixed some minor material import issues from ASE meshes imported from Google Sketchup
-Made some improvements to the LMA unwrapping algorithm, it should produce more efficient unwrappings in some cases now
pureLIGHT
-The live preview lightmaps now have mipmap correction applied to them, preventing some false light bleeds from showing up
-Ability in the ability to render only the lighting on objects
-Fixed some issues resulting from running low on video memory and low on system memory
-Reduced the amount of memory required for baking
-Lightmap updates are delayed slightly to allow them to batch up to prevent the system from becoming unresponsive when baking scenes with lots of small lighting groups
-You can now change the number of lighting threads to be created within pureLIGHT itself, if you don't want to use all of your system resources for a bake
-Fixed some extremely rare cases that could lead to a hot spot texel being generated on the lightmaps
-Splitting a light group with a position offset applied to it now applies that same offset to the split off lights
-You can now move around in lighting preview mode (requires a powerful computer)
-Reconverting a light will now reset its position/direction
Torque
-Fixed scene background color being exported incorrectly
-For scenes with only the indirect lighting baked in, the representedInLightmaps flag is no longer set on lights, so that they cast direct diffuse light on the lightmapped objects
-New lights default to casting shadows now
The documentation has also been updated to reflect new functionality and interface changes. As always, if there are any questions or concerns or if you just want to make some suggestions or tell us how awesome pureLIGHT is drop us an email at our support address.
About the author
Got my start at BioWare in 1999. First project was MDK2 and last project was Mass Effect. Since then I've worked on indie titles and other games like Prey and Splinter Cell. Got my start at pureLIGHT late last year as the Product Manager.
#2
06/23/2011 (1:01 am)
To buy the software. But the tutorial was not enough. MAX and Torque3D operation and feel fit enough.Hope to improve the new version.
#3
06/23/2011 (1:43 am)
Can we bake light into the terrain yet?
#5
Marcus - No, that would require editor level integration. We may discuss that with GG in the future.
Ivan - Thanks!
06/23/2011 (12:10 pm)
Szzg007 - I am not sure what you are saying. Could you rephrase?Marcus - No, that would require editor level integration. We may discuss that with GG in the future.
Ivan - Thanks!
#6
06/27/2011 (7:09 am)
Congrats guys!
#7
06/30/2011 (1:56 pm)
We caught a couple minor bugs so a new version has been sent to GG. Should be up sometime tomorrow at the latest. 
Associate Steve Acaster
[YorkshireRifles.com]