LuxCoreRender v2.1/2.2 features poll

Discussion related to the Engine functionality, implementations and API.

Select the most wanted features

Light cache Part I: to accelerate direct light sampling in scenes with many light sources
30
10%
Light cache Part II: to accelerate indirect light sampling
33
11%
BiDir on GPUs ... no, it is not going to happen but it will possible to still waste a poll vote on this :mrgreen:
9
3%
Walt Disney Principled Shader material
23
8%
Add .cube file format support in camera response plugin
0
No votes
Artist friendly SSS (but you will have to explain me what does it exactly means)
4
1%
Support for a native hair primitive to accelerate hair/fur rendering
12
4%
Support for multiple UV sets for each mesh vertex
11
4%
Support for LuxCoreUI persistent settings
4
1%
Add shape support to IES light sources
5
2%
A web site where to upload/download material definitions to build a public library of LuxCore materials
10
3%
Displacement (micro, vector, volume)
26
9%
New Glossy material with multiple scattering GGX, Irridescent microfacets, etc.
13
4%
White balance corrector in imagepippeline
2
1%
Aperture diffraction
3
1%
More convenience textures for color manipulation: brightness, contrast, blend modi. (lighten/darken/soft light/etc.)
3
1%
Terminator Artifact Treatment
13
4%
Spherical, Cylindrical, Cube and Triplanar mapping, with a button to be computed in local space (no changes when the object moves) and world space
6
2%
Bevel edges by shader, with a threshold to ignore edges in a certain angle
10
3%
Inline documentation of the interfaces used throughout the code
0
No votes
Camera bokeh shape
8
3%
Ability to modulate texture's input coordinate by another texture
2
1%
Material backfacing (from the cycles' geometry node), useful as a factor to assign different properties to a face in relation to normals.
5
2%
Texture ColorRamp for example to create variations based on the BW shades or simply to tweak tones
7
2%
Texture Separate/Combine RGB, useful to bring multiple non-color textures in one file (R,G,B channels) for example
1
0%
Light paths features could be also useful in many cases
3
1%
Texture wavelenght to color
2
1%
Wireframe node
1
0%
Deformation motion blur
1
0%
Normals auto-smooth
7
2%
Architectural glass roughness
6
2%
Use a random material for each object in a group (to create a floor with different wood tiles, etc.)
8
3%
Integrate "tabulated data" in volume description
6
2%
A material that allows us to define the reflectivity and transmission in three types (specular/glossy/matte) per incidence angle and per wavelength
5
2%
Integrate some new physics based model like "Henyey-Greenstein" for more exact volume description
2
1%
Unbiased Photon Gathering for Light Transport Simulation and anditional photon mapping related techniques
22
7%
 
Total votes: 303

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B.Y.O.B.
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Re: LuxCoreRender v2.1/2.2 features poll

Post by B.Y.O.B. » Wed Sep 12, 2018 12:24 pm

It would be relatively easy to create a "material from file node", it can be done with beginner-level python skills.
If you want to implement this, feel free to ask me for a more detailed explanation on how to do this.
But since this is a very niche request I won't implement it myself (I doubt many people want to write their materials this way).
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B.Y.O.B.
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Re: LuxCoreRender v2.1/2.2 features poll

Post by B.Y.O.B. » Wed Sep 12, 2018 12:26 pm

B.Y.O.B. wrote:
Wed Sep 12, 2018 12:24 pm
It would be relatively easy to create a "material from file node"
What this node would do:
- read text file from disk into string
- replace the material name in this string with the correct one for the node
- create a pyluxcore Properties object from the string and return it (this is a finished material definition)
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Dez!
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Re: LuxCoreRender v2.1/2.2 features poll

Post by Dez! » Thu Oct 25, 2018 4:39 am

Over the last month, due to the lack of a Bevell shader, I had to work at Cycles in 8 projects.
Linux Gnome | Dell Inspiron 7000 | Wacom
http://dezigner.tilda.ws/

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