LuxCoreRender v2.10

Hi everyone,

Happy to announce that LuxCoreRender has taken another step in its new development life!
We have now left the release-candidate phase and released version 2.10.0 of both the standalone engine (LuxCore) and the Blender addon (BlendLuxCore). You can find Download links for both on our Homepage: https://luxcorerender.org/download/

This release was mainly focused at making LuxCore “back-on-track”, i.e. available again on all platforms previously supported (Linux, Windows and MacOS Intel), many of them having been temporarily abandoned for the last few years, and ready for new development work.

In addition, support for MacOS ARM has also been introduced.

The core system has been reworked to set up a new build system and a new dependency provider based on Conan dependency manager (https://conan.io/). Even if this may not be directly perceptible from the user’s point of view, it is expected to dramatically ease maintainability in the future, benefitting from Conan’s large, multiplatform and up-to-date build recipe database, as well as to give a far better control of dependencies, which are now built from sources with tight control of dependency options and build conditions (compiler versions and options, C++ version, system dependencies and so on).

All dependencies have been updated to latest (or nearly latest) versions, to benefit from all recent enhancements they can offer.

For instance, for Nvidia GPU owners, CUDA runtime compiler has been upgraded to latest available version (12.8 release 1), to ensure compatibility with most recent driver and hardwares. Other GPU users may still benefit from acceleration thanks to OpenCL.

Note to Nvidia users at this point: Please make sure you update your drivers to the latest version, as an up-to-date CUDA runtime requires very recent drivers.

For external application developers, LuxCore Python bindings are now available as wheels on PyPi (https://pypi.org/project/pyluxcore), for all supported Python versions at a given time and all platforms listed above. It allows natural integration of our render engine in any native Python application but also in any app that simply embeds a Python interpreter. More than ever it makes LuxCore a perfect candidate for every software that needs high-end photorealistic visualisation features (cad-viz, arch-viz etc.) in a simple, scriptable extension.

On the Blender addon side, compatibility with Blender 4.2+ has been addressed, and it has been transitioned from the Addon- to the new Extensions-system.

Multiple bugs and crashes have been corrected also.

Moving forward from here, the next version will again be focussed on adding new features and improving the existing performance.

Looking forward to everyone’s feedback!

As has been done in the past, we have already collected some ideas for future features based on user suggestions and will open a poll on our Forums soon. Registration to our Forums has recently been opened again.

Best wishes on behalf of the LuxCore team, and happy rendering!

P.S.: A note about the version number, as you may be wondering why we are not continuing with v2.7 after the last stable release was v2.6:
Since v2.6, there have been some small alpha releases using versions up to 2.9. Since we aimed at following semantic versioning with the individual components from now on, we started with the next unused number. So just to make updated processes a bit cleaner.

27 Likes

Great work, thank you very much for reviving the excellent LuxCore renderer. :pray:

I’ve got two questions:

Does this mean there’s a dedicated Metal version of LuxCore now?

Does installing the Extension make LuxCore work right away, or do you need to separately download and install dependencies? Last time I tried a beta version for macOS (Apple Silicon), I got an error message saying Pyluxcore was missing, if I remember the error message correctly.

No, it is still using OpenCL for GPU compute.
Compiling the existing code for the ARM architecture, and using a compute-framework like Metal are two separate tasks.

that kind of error has been seen on all platforms. I’m still not sure about the systematics. Currently, I recommend to close/reopen Blender after each step if you have problems:

  1. Uninstall the previous version
  2. Close and reopen Blender
  3. Install the new version
  4. Close and reopen Blender
  5. Start using LuxCore

In any case: No, no manual download of dependencies is needed in general. An exception can be company networks, where the automatic download via “pip” may be blocked.

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Great, thanks for your answers. I’ll try installing LuxCore in Blender macOS again today or tomorrow. :+1:

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Have compatibility with Blender 4.1 - win ?

No, Blender 4.1 is not supported.
We now use the extensions platform, which was introduced in Blender 4.2.

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Amazing news. I used Lux for some time, so I happy to hear that. Now I need to “back-on-track” to Lux as well :slight_smile:

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@CodeHD
It´s a pleasure see the progress and the results of this great tool, supporting the artists, hobbyists, companies and other to achieve amazing things using Lux Render.
Thanks the community and LuxRender team for the effort invested during these years, contributing to evolve the open source render system. :tada: :partying_face: :piñata:

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@CodeHD Glad to see development is back for Luxcore. Thanks for all your hardwork.

Wanted to ask if light linking is possible in Luxcore:

I’m using Blender 4.28 ARM On Mac OS 15.4.1. When I enable 2.10, I got this error:
register class (…) Already registered as a subclass ‘LuxCoreRenderEngine’.

No, light linking is not supported.

This is not an error I’ve seen before…
Could it be that you either have some older version of BlendLuxCore already installed? If so, make sure to uninstall everything first.
Perhaps there is also something left over in your addons folder that needs to be deleted manually. On macOS, this should be under
/Users/USERNAME/Library/Application Support/Blender/BLENDER_VERSION

No luxcore in that pah but in this path this what I found;
[Screenshot 2025-05-21 at 7.21.11 AM.exr|attachment]
(upload://cHUZBhUP13kRvHo0MTPSlFVwjYZ.exr) (331.0 KB)
Screenshot 2025-05-22 at 9.34.27 AM.exr (174.3 KB)

Could this be it?

Did you only look in the exact folder I named? Or also subfolders?
Any remnant of older versions would be in the scripts/addons/ subdirectory. Older versions (e.g. 2.6) would have installed there.
The new version would be found in extensions/user_default/.
Should probably have pointed this out before.

The files you show in your screenshot are GPU rendering kernels. They are also explicitly from LuxCore version 2.6. I wouldn’t expect them to be generated on the Desktop, but I am not sure ad-hoc about the mechanism on mac…
In any case, this should be unrelated.

Given that you have data from version 2.6., maybe the .../scripts/addons/ directory does contain something?

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I’ve just tried installing BlendLuxCore in Blender for macOS on an Apple Silicon Mac again, and it seems to work fine so far. Great work!

I will render something soon.

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I can’t make it work.

Please add support for rendering Blender bevel node :innocent: and support Blender Light Linking. I am so happy to see Luxcore is back! By far one of the best renderer.

Last time I checked someone mention wanting to add path guiding to Luxcore. Also would this be useful for Luxcore? https://www.lalber.org/2025/04/markov-chain-path-guiding/

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Any plans to add it in future? Thanks for continuing Luxcore’s development.

That’s a pity. :slightly_frowning_face: You can describe the issue over at the LuxCore Discord… Hmm… :thinking: Tried to generate an invite link for you, but that turns out to be disabled. Maybe it’s good if @CodeHD sets that to free access again, so the Discord can become a more lively place for feedback.

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In BlendLuxCore v2.10 for macOS (Apple Silicon), LuxCore makes Blender instantly crash once you’ve got one material linked across multiple objects, then click on the Copy button in the material editor to make a material unique.

The crash also happens when you delete a material from an object, then try to paste a copied set of nodes from a different material into a newly created material.