Page 1 of 3

LuxCoreRender v2.0alpha2 released

Posted: Sun Jan 21, 2018 1:51 pm
by Dade
New LuxCoreRender v2.0alpha2 release is available at: https://luxcorerender.org/download/

v2.0 release notes are available here: https://wiki.luxcorerender.org/LuxCoreR ... Notes_v2.0

The complete list of changes between alpha1 and alpha2 in Luxcore API is available here (72 commits): https://github.com/LuxCoreRender/LuxCor ... v2.0alpha2

The complete list of changes between alpha1 and alpha2 in BlendLuxCore is available here (121 commits): https://github.com/LuxCoreRender/BlendL ... v2.0alpha2

v2.0 alpha2 is the "Glass release":
vol-disp.jpg

Re: LuxCoreRender v2.0alpha2 released

Posted: Sun Jan 21, 2018 1:58 pm
by Dade
PyLuxCoreTools

This is the first release to include pyluxcore tools:
  • pyluxcoreconsole
  • pyluxcoremerge
  • pyluxcorenetconsole
  • pyluxcorenode
They are all command line tools for the moment. You can get some help about the command line options using "-h". They are included in the standalone version.

Network rendering

pyluxcorenetconsole and pyluxcorenode can be used for doing network rendering. pyluxcorenode is the one doing the rendering work and can be lunched on any number of machine. pyluxcorenetconsole is the application coordinating the work and must be execute with a scene .bcf file as argument.

pyluxcorenetconsole will automatically discover and use all pyluxcorenode available on your local network.

NOTE: you may have to disable (or add specific rules) to your firewall/antivirus software to allow pyluxcorenetconsole <=> pyluxcorenode communication.

Re: LuxCoreRender v2.0alpha2 released

Posted: Sun Jan 21, 2018 2:18 pm
by B.Y.O.B.
Dade wrote:
Sun Jan 21, 2018 1:58 pm
pyluxcorenetconsole is the application coordinating the work and must be execute with a scene .bcf file as argument.
You can export a .bcf file from BlendLuxCore, see attached image.

Re: LuxCoreRender v2.0alpha2 released

Posted: Sun Jan 21, 2018 7:51 pm
by blibli
Awesome, already tested, already lots of improvements!
To report the bugs, maybe a button more in the debug panel to save the log could help testers.

Re: LuxCoreRender v2.0alpha2 released

Posted: Fri Jan 26, 2018 10:13 pm
by Odilkhan Yakubov
Hi Dade. Really impressive works here! But it will be need preview material per object and there is a bug or something like that with Layer panel. There is no properties in the layer panel, just is empty. :roll:

Re: LuxCoreRender v2.0alpha2 released

Posted: Sat Jan 27, 2018 1:53 am
by B.Y.O.B.
Odilkhan Yakubov wrote:
Fri Jan 26, 2018 10:13 pm
there is a bug or something like that with Layer panel.
It is one of the areas which was not yet implemented.

Re: LuxCoreRender v2.0alpha2 released

Posted: Sat Jan 27, 2018 10:12 am
by Dade
Odilkhan Yakubov wrote:
Fri Jan 26, 2018 10:13 pm
But it will be need preview material per object
You are not the first to ask this feature and I assume it will be implemented first or later but, out of curiosity, isn't view port rendering better than material preview ?

Re: LuxCoreRender v2.0alpha2 released

Posted: Sat Jan 27, 2018 10:56 am
by SATtva
They are not interchangeable things. Material preview is a lot more responsive to updates, clears up faster and provides a generalized view of a material without the influence of scene details (e.g. coloured lighting, colour bleed from other objects, and so on).

Re: LuxCoreRender v2.0alpha2 released

Posted: Mon Jan 29, 2018 5:29 am
by SATtva
Looks like LuxCore is compiled with SSE4 instruction set, at least I'm unable to run it on my ancient Phenom II CPU — throws "Illegal instruction" error. Not a big problem for me but could be a hint in case other folks start complaining on mysterious startup crashes. :P

Re: LuxCoreRender v2.0alpha2 released

Posted: Mon Jan 29, 2018 8:41 am
by marcatore
SATtva wrote:
Sat Jan 27, 2018 10:56 am
They are not interchangeable things. Material preview is a lot more responsive to updates, clears up faster and provides a generalized view of a material without the influence of scene details (e.g. coloured lighting, colour bleed from other objects, and so on).
Exactly, and when a scene become complex, a full scene viewport rendering will be really slow.