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

wasd
Posts: 108
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Re: LuxCoreRender v2.1/2.2 features poll

Post by wasd » Mon Jul 23, 2018 2:52 pm

theagentwd40 wrote:
Sat Jul 21, 2018 4:27 am
and we work up to this:
Could you show node setup for material and volume for that skin?
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wasd
Posts: 108
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Re: LuxCoreRender v2.1/2.2 features poll

Post by wasd » Mon Jul 23, 2018 3:23 pm

B.Y.O.B. wrote:
Tue Jul 17, 2018 10:53 am
glossytranslucent
Glossy Translucent in fact is not translucent. I suggest renaming it to something like 'Glossy 100% Scattering'.
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SATtva
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Re: LuxCoreRender v2.1/2.2 features poll

Post by SATtva » Tue Jul 24, 2018 10:17 am

And matte to "100% Uniform Diffuse Reflection"?

wasd
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Re: LuxCoreRender v2.1/2.2 features poll

Post by wasd » Tue Jul 24, 2018 2:34 pm

SATtva wrote:
Tue Jul 24, 2018 10:17 am
And matte to "100% Uniform Diffuse Reflection"?
:D
Matte is fine, it is matte after all.
Glossy translucent is not. It's name is misleading, it's behaviour is unrealistic. It refuse to obey volume settings; mixing it with glass results in funny, well, result.
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theagentwd40
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Re: LuxCoreRender v2.1/2.2 features poll

Post by theagentwd40 » Sat Jul 28, 2018 5:25 am

Here you go wasd... My LuxCore Skin settings:
lux skin test.png
The texture always darkens.
Good Luck.

"Artist friendly SSS (but you will have to explain me what does it exactly means)"
Arnold's setting for Random Walk. Really easy to understand. Weight, Color, Radius, Scale.
Arnold_RandomWalk.png
Arnold Settings
Edit: When looking for Arnold random walk tutorials I ran across the crab image. It was all faked. He mixed an ambient occlusion node with a color node + the random walk.
https://www.youtube.com/watch?v=aqd-e5NUpig

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lacilaci
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Re: LuxCoreRender v2.1/2.2 features poll

Post by lacilaci » Tue Aug 07, 2018 9:07 am

Hi,

So I'm curious. I know that light cache for direct light is already being worked on. But I wonder if "part II" the indirect light cache is to be done next? Or will we wait longer for that one?

wasd
Posts: 108
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Re: LuxCoreRender v2.1/2.2 features poll

Post by wasd » Sun Aug 12, 2018 11:00 pm

I want drag and drop for images.
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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. » Mon Aug 13, 2018 4:22 am

wasd wrote:
Sun Aug 12, 2018 11:00 pm
I want drag and drop for images.
You mean from the system file browser into the node editor?
I'd like that too, but Blender does not allow addons to handle drop events. https://developer.blender.org/T39625

Maybe I can hack something together with an external UI system like Qt though:
https://blenderartists.org/t/drag-and-d ... ect/646733
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lacilaci
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Re: LuxCoreRender v2.1/2.2 features poll

Post by lacilaci » Mon Aug 13, 2018 7:27 am

In the poll there is "new glossy with multiple scattering ggx" Can this be added to glass material as well? So that we don't get darker glass with increasing roughness?

wasd
Posts: 108
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Re: LuxCoreRender v2.1/2.2 features poll

Post by wasd » Mon Aug 13, 2018 9:36 am

B.Y.O.B. wrote:
Mon Aug 13, 2018 4:22 am
wasd wrote:
Sun Aug 12, 2018 11:00 pm
I want drag and drop for images.
You mean from the system file browser into the node editor?
I'd like that too, but Blender does not allow addons to handle drop events. https://developer.blender.org/T39625
Oh, only 4 years since then. Maybe a little later. It took only 24 years for them to get cube defined not by radius, but by edge length and sphere (haha) not by "size", but like it used to be for cube, by radius. Wait... They didn't do it yet.
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