LuxCoreRender v2.2

So now things are right in better possible.

Cycles is widely use and now have little realtime brother Called Eevee. Cycles is uses in good film production, Spring / Next Gen are my favorite even if spring isn’t yet released.

After Very hard year plus death at the end Luxrender reborn as Luxcore With solid base and nice upcoming features. It’is the first opensource renderer to support secondary GI engine it is free well integrated in blender and also will be soon in Max and Maya. Everyone can just download and use it if they want and if it fit they need.
If people need it in Blender 2.8 it will happen also.Past is past but future have to be written it start now !

Good Blend everyone !

Totally agree…
Users can choose what to use, but if developers can not choose which project to work on, users will have few options to choose from.
YafaRay is history…TheBounty is your best inheritance … :slight_smile:
Cheers…

3Dsmax plugin start here with nice progress take a look at here :

https://forums.luxcorerender.org/viewtopic.php?f=5&t=1010

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I do recall giving Lux a spin before Cycles became an option (on an old Dell XPS machine). I struggled to make anything good with it in a reasonable amount of time because the massive amount of sampling options and the issues with 9-16 pixel fireflies made it hard to find the right combo.

The fireflies were especially annoying, because the samples were filtered, the size of them meant you couldn’t use 2D software to easily get rid of them (too big). It was nice to see the fireflies in Cycles being just 1 pixel in size, which meant a simple 1-pixel soften brush or a median filter could get rid of them.

That said, Luxcore is showing clear evidence that it does not have the warts of the old engine, but last I read they don’t yet have an easy way to make spectral effects like dispersion. Then there’s the seeming lack of interest to include a production SSS shader like Burley or Random-Walk (as opposed to having to model actual volumes). Maybe the upcoming Principled Shader will resolve that?

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Uh ? You set Cauchy term for glass dispersion exactly like with old Lux:

The current LuxCore solution for dispersion is also quite elegant as it is done only on demand, when needed (not like with old Lux where spectral rendering, and the related noise, was always on).

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I think I may have read about that, but I couldn’t remember. As a result, I drew on my knowledge of Luxcore being RGB based.

There’s still the situation with SSS, the LuxCore wiki talks about it being done with actual volumes, but every other render engine with active development uses a surface shader. It may not allow for light to actually come out of the other end, but it allows for the use of texture maps and the easy use of such effects on everything from characters to soap.

it would be nice to have some more doc. of photongi settings using some simple scene like cornellbox ,like how to judge enough photons are there - when to increase > 20mill and how much to increase.Pt and photongi both have depth parameter, how they interact?

We are still in alpha phase, docs will be written when the feature is more stable and we don’t change the parameters every few days anymore. Sharlybg is also working on a PhotonGI example scene to help you get started.

In most scenes, LuxCore will stop shooting photons before the 20M are reached (when the photon error is below the default threshold). You can see where it stops in the console.

Photons are shot from light sources, and at every bounce a cache entry can be generated.
After the cache is built, regular pathtracing only shoots rays from the camera.

edit: I usually try to put as much useful info in the tooltips as I can, so hovering over the options might already help you.

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so,PT and photon bounce depth should be set equal?

Not necessarily but it is a common strategy: it works exactly like bidirectional PT where you can set the max. length of light paths (i.e. photon bounces in PhotonGI) and eye paths (i.e. PT max. path).

Keep in mind that if you want compare brute force PT with PT + PhotonGI, you should set brute force PT max. depth to something near PT max. depth + PGI max. depth (again, like when you want to compare brute force PT to bidirectional PT).

thanks,will test these settings.

Caching the indirect light, the new nodes etc etc… all those need some step by step video tutorials. It is impossible for someone who has not much technical knowledge to be able to manage so much information regarding the progress in digital graphics nowadays.

So, some step by step tutorials please! They are indispensable! Luxcore is a great renderer, it deserves to be used by much more people. But such a thing needs greater emphasis on a related education. Luxcore’s community has to keep in mind this so important point.

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Charles Nandeya “Sharlybg” Ehouman has released a PhotonGI cache tutorial video: https://www.youtube.com/watch?v=trkUldfb380

If you’re new and come from Cycles renderer you should start with this tutorial :

https://www.youtube.com/watch?v=-BmXeUDRqSo&t=58s

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hi sharlybg,
thanks for the nice detailed PhotonGI cache tutorial.

Dade and Sharlybg… thanks both for the links! :slightly_smiling_face:

Thank you for the awsome tutorial.can you share node setup for double side leaf material?

here :

https://forums.luxcorerender.org/viewtopic.php?f=4&t=1043&p=12079#p12079

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Any chance for Mac version of LuxCoreRender?

We do have a Mac version!

For the stable version:
https://luxcorerender.org/download/

It is also included in the commit builds (Experimental and possibly unstable):
Download build here:

Download Latest Blender addon here:
https://github.com/LuxCoreRender/BlendLuxCore/archive/master.zip