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LuxCoreRender v2.1alpha2 released

Posted: Fri Jun 29, 2018 4:16 pm
by Dade
Alpha2 released

New LuxCoreRender v2.1alpha2 release is available.

v2.1 release notes are available here: https://wiki.luxcorerender.org/LuxCoreR ... Notes_v2.1

Direct Light Sampling Cache
dlsc.jpg
This release includes the first version of DLSC. It is available for CPU rendering modes as a new light strategy. DLSC is intended to accelerate a specific type of scenes where:

1) many light sources are present;

2) light sources affect a limited part of the scene;

like a city with many lamps or a room with many small spot light sources. Some additional information is available here: viewtopic.php?f=5&t=430&start=10

DLSC can make a HUGE difference but only for scenes where the above requisites are met.

Direct Light Sampling Cache: pre-processing stage

DLSC is built during the scene pre-processing. There isn't currently a method to abort the operation so you may have to kill Blender if you selected a too high resolution for the cache entries. This problem will be addressed in the next alpha releases.

LuxCoreRender v2.1alpha2 files

BlendLuxCore is available here: https://github.com/LuxCoreRender/BlendL ... v2.1alpha2

Standalone LuxCoreRender is available here: https://github.com/LuxCoreRender/LuxCor ... v2.1alpha2

NOTE: due to a bug (https://github.com/embree/embree/issues/195) in Embree v3.2.0, you need to install also the Intel C++ redistribuibile (https://software.intel.com/sites/defaul ... .3.210.zip) on Windows

Re: LuxCoreRender v2.1alpha2 released

Posted: Fri Jun 29, 2018 4:19 pm
by B.Y.O.B.
Remember that if you have BlendLuxCore already installed, you can update with a few clicks in the User Preferences:
https://wiki.luxcorerender.org/BlendLux ... stallation
Note that there was a bug in the updater which was fixed in v2.1alpha1.
It prevents you from updating from v2.1alpha0 or earlier to versions after v2.1alpha0.
So you can only use the updater if you have at least v2.1alpha1 installed.

The direct light cache is a new light strategy. You can switch to it in the LuxCore Config settings:

Re: LuxCoreRender v2.1alpha2 released

Posted: Fri Jun 29, 2018 5:06 pm
by Sharlybg
Also if you want to see the improvement in your own scene to compare just use :

pathdeph ==>> 1
samples ===>> 1 to 5

Nice to see opencl compute for viewport render ;)

Re: LuxCoreRender v2.1alpha2 released

Posted: Fri Jun 29, 2018 6:45 pm
by Dez!
Wow!
What a pity that I managed to finish these renders, it would be useful here

https://imgur.com/a/e172SeB

Re: LuxCoreRender v2.1alpha2 released

Posted: Fri Jun 29, 2018 7:38 pm
by Sharlybg
Dez! wrote: Fri Jun 29, 2018 6:45 pm Wow!
What a pity that I managed to finish these renders, it would be useful here

https://imgur.com/a/e172SeB
+ 10000

Re: LuxCoreRender v2.1alpha2 released

Posted: Sat Jun 30, 2018 1:15 am
by B.Y.O.B.
Dez! wrote: Fri Jun 29, 2018 6:45 pm Wow!
What a pity that I managed to finish these renders, it would be useful here
https://imgur.com/a/e172SeB
Wow, great renders!

Re: LuxCoreRender v2.1alpha2 released

Posted: Sat Jun 30, 2018 8:58 am
by zukazuka
It looks really exciting...

"It is available for CPU rendering modes as a new light strategy. "

So this means not available for GPU modes at the moment? Are there plans to support DLSC on GPU in the future?

Re: LuxCoreRender v2.1alpha2 released

Posted: Sat Jun 30, 2018 9:12 am
by B.Y.O.B.
zukazuka wrote: Sat Jun 30, 2018 8:58 am So this means not available for GPU modes at the moment? Are there plans to support DLSC on GPU in the future?
Yes and yes, once the CPU version was tested a bit by you alpha testers :)
viewtopic.php?f=5&t=430&start=20#p4655

Re: LuxCoreRender v2.1alpha2 released

Posted: Sat Jun 30, 2018 5:49 pm
by Racleborg
Thank you :)

Re: LuxCoreRender v2.1alpha2 released

Posted: Mon Jul 02, 2018 8:54 pm
by kintuX
Hi,
sadly, i just can't get it to work on my WS. Whatever i do, i always get the same Error: clBuildProgram
Previous version (2.1alpha1) works OK.
Error_clBuildProgram.jpg
EDIT 1
Issue solved/bypassed!

Since only a specific driver version is working with GTX 1060 (387.92 -all later versions throws an error in this Lux version) & Q M5000 (391.74 latest ODE). IIRC, nvidia updated OCL in some ways (to compile faster) after above mentioned version , so either NVidia OCL drivers are broken (again) or LuxCore has a bug. Also note: Cycles OCL works fine with latest nvidia drivers.
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Had also tested on SurfacePro3 and works fine there. But i think there's a bug with the Shadow Catcher.

Using standard (old) strategies the catcher plane stays barely visible (1),
while using DLC strategy plane is fully invisible but strange splotching appears in shadow area (2).
Test scene attached.


(1) Shadow Catcher plane visible (barely) using Log Power strategy.
luxic_logpowershadowcatchwer.jpg


(2) Shadow Catcher invisible but shadow is corrupt using Direct Light Cache strategy.
luxic_DLCSshadowcatchwer.png

Thank you.