I had a quick look at the source code. Not a full evaluation but some observation I have made:
The glossy coating evaluates differently if there is a refleciton or transmission event.
In your example (viewing a geometrically solid object from the outside) this shouldn’t matter much indeed, but may depend on the amount of SSS you intended.
The difference will be bigger when you have only a 2D surface, e.g. when modelling a leaf, and viewing the back surface. I see some differences at specific angles but I did not check the code so deep to understand those yet.
Another big consequence of this will show when using light tracing. GlossyTranslucent will still show direct illumination, GlossyCoating will not.
I am not sure if this was somehow intended behavior or if some unification should be done. I will write this down into a GitHub Issue to keep tracking it.
Another difference (this time a logical consequence) is that using the coating, you can modify parameters of the diffuse base separate from the coating, like opacity or bump texture.
since the release of v2.10, we were thankful to receive a few questions how the project can be supported with donations.
Unfortunately, that was not possible for some time, since the previously used platform BountySource went out of business, and we had to investigate new options first.
LuxCoreRender has recently been updated to version 2.10.2 with some bug fixes:
Fix an issue with the blendev utility script and the .gitignore file
Remove some filtering of Intel devices left from times when iGPU devices were not powerful enough
Remove deprecated bgl imports, to establish preliminary compatibility with Blender 5.0.0-beta
Change the calculation of percentage completion when using noise threshold to avoid the display being stuck at 100% before the rendering is actually finished
I’ve installed it in the Blender 5.0 beta for macOS, and so far it seems to work properly in 5.0.
Tried F12 rendering with a simple scene (denoising activated), but I did not get an error. I’m using LuxCore 2.10.2 in the Blender 5.0 beta for macOS. I guess most changes in the latest version were aimed at NVIDIA / Windows features.
I’ve forwarded your error report to the devs in the LuxCore Discord.
Yeah, twice the alpha, twice the exciting adventure. But the current Blender 5.2 alpha build is probably still nearly identical to the recent 5.1 release.
I did some tests for LuxCore dev Howetuft. He knows what’s going on now, and will fix it soon.