LuxCore v2.3 proposed features

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Dade
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LuxCore v2.3 proposed features

Post by Dade » Mon Sep 30, 2019 10:21 am

It is time to start to think to the features to include in v2.3. I'm opining this thread to collect requests and idea. We will than make a poll to decide priorities.

v2.3 will be mostly focused on small and/or quality-of-life features. It supposed to be released in few months, not a year.

The first new feature of v2.3 is already under development and is: SDS path rendering (aka PhotonGI new caustic cache).

The other candidates for LuxCore are:
Post your candidates for BlendLuxCore and LuxCore and I will update the above list.

Updated list:
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B.Y.O.B.
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Re: LuxCore v2.3 proposed features

Post by B.Y.O.B. » Mon Sep 30, 2019 10:24 am

On my wishlist is porting over the procedural textures in Cycles/Eevee to LuxCore so we can be more compatible in this regard (like we were in the past with Blender Internal).
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lacilaci
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Re: LuxCore v2.3 proposed features

Post by lacilaci » Mon Sep 30, 2019 11:01 am

Support for blender custom normals
Micropolygon displacement
raytraced bevel shader
raytraced ambient oclusion/dirt texture (with support for mapping distance)
fixed and faster env. visibility cache or portals as alternative solution
light linking https://github.com/LuxCoreRender/LuxCore/issues/147
coating film interference https://github.com/LuxCoreRender/LuxCore/issues/175
rayswitch or at least this https://github.com/LuxCoreRender/LuxCore/issues/148
geopattern like scattering: https://cgpress.org/archives/fstorm-tea ... ttern.html
texture caching in ram?

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Re: LuxCore v2.3 proposed features

Post by Fox » Mon Sep 30, 2019 11:37 am

The LuxCore standalone ui now can't read render resolution from scene file. This breaks all the new cache and pre generation of different sampling features, that take long time to repeat 2 times. Current working solution is to compile 10 different LuxCore versions wit 10 different default resolutions.

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Re: LuxCore v2.3 proposed features

Post by epilectrolytics » Mon Sep 30, 2019 11:39 am

- Fix BiDirVM and make it available in Blender!
- Implement persistent cache for DLSC and EVLC in LuxBlend #293
Last edited by epilectrolytics on Mon Sep 30, 2019 12:22 pm, edited 1 time in total.
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epilectrolytics
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Re: LuxCore v2.3 proposed features

Post by epilectrolytics » Mon Sep 30, 2019 11:42 am

Fox wrote:
Mon Sep 30, 2019 11:37 am
The LuxCore standalone ui now can't read render resolution from scene file. . .
My wish for that topic would be to disable the auto start functionality with the GUI open file menu (display start icon instead) so that the user can make changes to different parameters before starting the rendering.
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Dade
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Re: LuxCore v2.3 proposed features

Post by Dade » Mon Sep 30, 2019 12:47 pm

Fox wrote:
Mon Sep 30, 2019 11:37 am
The LuxCore standalone ui now can't read render resolution from scene file. This breaks all the new cache and pre generation of different sampling features, that take long time to repeat 2 times.
Just set the resolution from command line.
Fox wrote:
Mon Sep 30, 2019 11:37 am
Current working solution is to compile 10 different LuxCore versions wit 10 different default resolutions.
"This is madness. This is Sparta."
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jgrover110
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Re: LuxCore v2.3 proposed features

Post by jgrover110 » Mon Sep 30, 2019 8:18 pm

-Custom split normals support
-Bevel shader
-OpenCL kernel compilation optimisations
-Principled hair bsdf shader

chafouin
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Re: LuxCore v2.3 proposed features

Post by chafouin » Tue Oct 01, 2019 2:31 am

Would love to get Bokeh texture / Optical vignetting support. Some longitudinal chromatic aberration? :)

http://richardrosenman.com/shop/dof-pro/

https://www.google.co.jp/url?sa=t&rct=j ... pp--hIqfEX

http://bertrand-benoit.com/blog/wonky-bokeh/

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Re: LuxCore v2.3 proposed features

Post by happyboy » Tue Oct 01, 2019 6:18 am

lacilaci wrote:
Mon Sep 30, 2019 11:01 am
Support for blender custom normals
Micropolygon displacement
raytraced bevel shader
raytraced ambient oclusion/dirt texture (with support for mapping distance)
fixed and faster env. visibility cache or portals as alternative solution
light linking https://github.com/LuxCoreRender/LuxCore/issues/147
coating film interference https://github.com/LuxCoreRender/LuxCore/issues/175
rayswitch or at least this https://github.com/LuxCoreRender/LuxCore/issues/148
geopattern like scattering: https://cgpress.org/archives/fstorm-tea ... ttern.html
texture caching in ram?
@lacilaci
It looks like my wishlist is a subset of yours! I'm interested in (excluding some features already in Dade's original post):

1. raytraced bevel shader
2. raytraced ambient oclusion/dirt texture
3. light linking https://github.com/LuxCoreRender/LuxCore/issues/147
4. rayswitch or at least this https://github.com/LuxCoreRender/LuxCore/issues/148

Point 1 and 2 are very nice-to-have features for me, and point 3&4 are the main deal-breakers for me to transition some of our scenes from VRay.

BTW: I don't know what is rayswitch, and only interested in issue 148, but I guess your use case might be similar to mine, so could you tell me how would you use rayswitch? Maybe I'll added it to my wishlist after understanding your use case 8-)

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