LuxCoreRender v2.2 released

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Dade
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LuxCoreRender v2.2 released

Post by Dade »

Downloads:

Standalone and SDK: https://github.com/LuxCoreRender/LuxCor ... ender_v2.2
Blender v2.79b and v2.80 Addon: https://github.com/LuxCoreRender/BlendL ... xcore_v2.2

Changelog:

Available at https://wiki.luxcorerender.org/LuxCoreR ... Notes_v2.2

LuxCore major new features
  • PhotonGI indirect light cache
  • Integrated Intel Open Image Denoiser v1.0
  • New improved Random/Sobol sampler adaptive code
  • Front and back material transparency (aka light invisible object)
  • Added new textures: Power, Less Than, Greater Than, Dot Product, Position, Shading Normal, etc.
  • Shadow catcher is now easier to use with multiple light sources of any type
  • Added the support for new Disney BRDF material from Siggraph 2012 paper
  • Added Hybrid Back/Forward path tracing support
  • New Env. Visibility Map cache
  • Reworked Direct Light Sampling Cache
BlenderLuxCore major new features
  • Added support for all new LuxCore features described above
  • Ported the addon to Blender 2.8x
  • Started the Cycles scene reader project, basic Cycles node setups can now be read by BlendLuxCore (2.8x only)
  • Lots of small quality of life improvements: better tooltips, improved warnings/errors right in the UI, better defaults etc.
  • OIDN denoises the viewport once it pauses
  • Make volume socket export of material output more generic. This means users can now directly plug volumes into the interior/exterior volume sockets, without the need for a pointer node.
  • Made the error log more helpful (e.g. added a button that selects the problematic object for many warning types)
  • Implemented a workaround to have "delete and reconnect" functionality in the node editor
  • Most imagepipeline plugins are now automatically disabled in viewport when viewport denoising is enabled, to avoid artifacts
  • Intel integrated graphics OpenCL devices are now disabled by default because using them can lead to crashes
Note for Windows users: you have to install the Microsoft Visual C++ Redistributable for Visual Studio 2017.
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Harvester
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Re: LuxCoreRender v2.2 released

Post by Harvester »

Thank you very much!
PetrT
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Re: LuxCoreRender v2.2 released

Post by PetrT »

Great news.Thank you very much
Racleborg
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Re: LuxCoreRender v2.2 released

Post by Racleborg »

Many many thanks. :)
zuljin3d
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Re: LuxCoreRender v2.2 released

Post by zuljin3d »

Great news! :o
Many thanks to all "LuxCoreRender" developers!
Actualy sorry for my google translate english :)
arescet
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Re: LuxCoreRender v2.2 released

Post by arescet »

LuxCore just keeps on keeping on and that is awesome! :D :D
Thanks to the wonderful developers!
chafouin
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Re: LuxCoreRender v2.2 released

Post by chafouin »

Great work guys!
camara
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Re: LuxCoreRender v2.2 released

Post by camara »

Thanks! Amazing work!
BigGoga
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Re: LuxCoreRender v2.2 released

Post by BigGoga »

Hi.
Only one processor works out of two.
Screen3.jpg
Win 10 - 64bit Blender 2.8, 2.81, LuxCoreRender v2.2
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Dade
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Re: LuxCoreRender v2.2 released

Post by Dade »

BigGoga wrote: Thu Oct 03, 2019 9:38 am Only one processor works out of two.

Screen3.jpg

Win 10 - 64bit Blender 2.8, 2.81, LuxCoreRender v2.2
Strange, it looks like the system is reporting only 18 cores available, have you tried to set by hand the number of CPU threads to 36 ? It is the setting on the right of your screenshot.

P.S. you should use tile rendering only if you run out of memory otherwise full image rendering is always better.
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