Game Development Community

pureLIGHT 1.4 is coming!

by David Chan · in pureLIGHT · 04/16/2010 (1:41 pm) · 14 replies

Here is the changelog:

Prelight:
-Added options for controlling what file formats to export
-Fixed a display issue with the LMM lightmap preview
-Multiple groups of lights are now allowed in an ase file, they will be converted into a single pureLIGHT light
-Multiple meshes and groups of meshes are now allowed in ase and collada files, they will be converted into a single pureLIGHT mesh. Be aware that this can lead to enormous lightmaps being generated. Allows for use of mesh instancing within 3d Max. This is not allowed with LMM meshes.

Purelight:
-Fixed a torque export issue with specular maps
-Fixed the trial version early expiration bug (or at least, one cause of it)
-Added in gpu-less operation
-Added in command-line controls
-Fixed some bugs caused by spaces in the scene file path
-Control-alt-P is a shortcut for lighting preview now
-Added in some rendering speed and memory management optimizations

We've also added a command line renderer. Here is the new manual entry for it:

Command line options/syntax are as follows:

pureLIGHT [scene file name] [options]

Options:

-numthreads n
Tells pureLIGHT how many lighting threads to spawn.

-bakeall
Begin baking all modules immediately upon load.

-bake
Begin baking the current module immediately upon load.

-continueall
Continue baking all modules immediately upon load.

-continue
Continue baking the current module immediately upon load.

-passes n
Specifies the number of passes to complete before shutting down. Lighting will be saved when the last pass is completed.

-samples n
Specifies the number of samples to use per lighting pass.

-module name
Specifies the module name to set as the current module upon load.

-autosave
Turns on automatic saving after each lighting pass.

-disablepreview
Disables all interactive d3d previewing.

Eg:
pureLIGHT "C:\PureLight\Scenes\ExampleScene\ExampleScene.scene" -bake -samples 4 -autosave -module Module_Example_1


Hope to have it out early next week.

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
04/20/2010 (9:35 am)
It's out now folks.
#3
06/06/2010 (7:33 am)
Is there a user's guide in PDF?
#4
06/07/2010 (8:14 am)
The documentation is bundled in with the program and can be found in the pureLIGHT start menu entry. It is also available online at: http://www.purelighttech.com/documentation/content/PL_Doc_files/pureLIGHT_Documentation.pdf and http://www.purelighttech.com/documentation/content/PL_Doc_files/preLIGHT_Documentation.pdf
#5
06/09/2010 (10:20 am)
Hi Thomas,

Thank you very much for the direction!
#6
06/09/2010 (5:10 pm)
This is great news! Thanks guys!

I was hoping for a way to rotate directional lights from within pureLight - but you still got the rest of the things off my wish list! :)
#7
06/10/2010 (8:08 am)
If you select a directional light and hit R, you can re-orientate it.
#8
06/10/2010 (8:26 am)
I'm sorry, I meant to say spotlights.
#9
06/10/2010 (1:20 pm)
Looks like it's up! Thanks guys!
#10
06/23/2010 (7:35 am)
I've hit this in 1.4 - see the error message and the list of meshes on the image below:

www.xenocell.com/dev/pl_emsg.jpg

Before I got this I got a memory and address space error message. This is the smallest of my scenes that I wanted to light so far. Any idea what might be causing this?

Another thing I found was that the app copied normal textures into the main scene directory from the textures directory - appending a "Textures" string before the filename. Could it be that it is missing a backslash from the path before the filename?

Otherwise, it's been very stable. The rest of my objects could so far be lit without any issues.
#11
06/23/2010 (9:31 am)
Konrad, can you send us the mesh that is causing the issue? As for the Texture string, Tom is looking into it.
#12
06/23/2010 (10:51 am)
David, I've sent you an email. Many thanks for the quick response.
#13
06/23/2010 (5:12 pm)
The texture thing is fixed.

Your metal5 mesh for some reason, only half of the converted mesh file is present (causing confusion), if you reconvert that one, it'll load in.
#14
06/24/2010 (4:53 am)
Tom, thank you. I'll check on the mesh and see what the problem is.