LuxCoreRender v2.2

Nice animation but the focus racks so quickly it makes it feel weird.

The 2.8 port is coming along, I’m laying the foundations step by step.

What’s working so far:

  • the addon registers without errors (I had to edit 150 files to reach this point, a lot of search/replace of course)
  • I have ported the viewport draw code to modern OpenGL
  • I can start a small, hard-coded testscene that is rendered in the viewport, and I can move the camera around
  • I have ported our C+±accelerated mesh conversion code, so I can load meshes from Blender into Lux (at the moment only one object can be used)

What’s not working yet:

  • Everything else
  • Final render, viewport render, material previews are not usable yet
  • The whole UI is disabled, meaning that the property window is very empty
  • The viewport camera is slightly off for some reason

I’m mostly done with the groundwork though.

If you want to support this development, you can raise the bounty on the 2.8 github issue:

In other news:
HugTower has implemented a new math texture: rounding.
You can specify the increment to round to.
For example, if the increment is 1, you get no decimal places after rounding: 34.567 → 35
If the increment is 0.1, you get one decimal place: 34.567 → 34.6
The increment can be textured.

I have added the support in BlendLuxCore on the 2.79_maintenance branch: https://github.com/LuxCoreRender/BlendLuxCore/tree/2.79_maintenance

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Bounty broken.
AppError

Why there’s no simple donations like in the old days?

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The whole bountysource page seems to have problems at the moment.
This is the first time I noticed this. We have evaluated a lot of donation services and bountysource seemed like the best choice at the time. Let’s see how quick they fix this outage.

You can do simple donations via bountysource (when the site is working).

Awesome! Thanks for your great work

We have released v2.2beta2: https://forums.luxcorerender.org/viewtopic.php?f=9&t=1172#p13775
Some highlights:

Disney BRDF
Stefan Bergmann has implemented the Disney BRDF material from Siggraph 2012 paper in LuxCoreRender for his master thesis and he was so kind to donate the code back to the project.
For details, see https://forums.luxcorerender.org/viewtopic.php?f=5&t=1123

Env. Light Visiblity Cache
Dade has implemented an extended version of his “automatic portals” technique.
Note, this is only available on the CPU right now, the implementation for OpenCL engines is not done yet.
Details: https://forums.luxcorerender.org/viewtopic.php?f=5&t=1109

A comparison, this is without any map:

This is with a single visibility map, the technique we had since a while:

And this is the new cache, which stores multiple visibility maps:

New math textures
I have added “Split RGB” and “Combine RGB” nodes.
HugTower has implemented two new math textures: round and modulo (fmod).
Details: https://forums.luxcorerender.org/viewtopic.php?f=5&t=9&start=530#p13443

Tiled OIDN denoising
CodeHD has implemented tiled denoising, which splits the rendered image into tiles to save a lot of RAM during the denoising phase, trading for a slightly longer denoising time.
The tile size can be changed in the denoiser settings.
Details: https://forums.luxcorerender.org/viewtopic.php?f=5&t=967&start=60#p13230

PhotonGI documentation
@Linkun wrote a wiki page about the PhotonGI cache: https://wiki.luxcorerender.org/PhotonGI

A big thanks to all contributors and to our donors for their support!

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Awesome work! This is still 2.79, correct?

The Disney material will be a huge boost for LuxCore adoption, can’t wait to try it in 2.8!

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Yes, v2.2 will still support Blender 2.79 only.
The work on 2.80 support happens in parallel.

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This is a great release! Thank you.

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Some of the latest developments for v2.2:

and a B.Y.O.B.'s animation test (45secs per frame): https://www.youtube.com/watch?v=MXKYdekMgSE

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To further explain this new feature:
LuxCore can now compute complex caustic paths on the CPU while the rest of the paths are rendered on the GPU(s) via OpenCL. There is no caching involved in this feature (although it can be used in conjunction with indirect light caching, like Dade did in the above render).
Since caustic paths done via light tracing are noise-free very fast, even on the CPU, this leads to the extremely short render times you can see above.

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This is fantastic guys. can’t wait to try it.

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amazeing. can’t wait for 2.8 also about disney shader that is so awesome will make transition from cycles to lux render sceen just a blast or eevee!

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still with a lot of crashes but I think is the best engine available for free and not :slight_smile:

Please report any crashes, otherwise we can’t fix them. https://github.com/LuxCoreRender/BlendLuxCore/issues/new
By the way, one type of crash happening on undo was a bug in Blender and has been fixed in 2.80: https://developer.blender.org/T63706

Ok, I will, I try to use more in my works from now, I always done only a testing session with critical scenes and comparing quality with others, The crashes as always keep me away to use and prefer the simple solution Cycles, but some times i like the quality of the result for the statics images.

My 10 min render 4K caustics Test :

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Nice caustics and nice rendertime!
Why everything’s so ‘sepia’?

Ok, was there some evolution in CG while i was asleep? Those kind of caustics needed hours to render. Now corona and lux added this magic. How?