v2.3 will be mostly focused on small and/or quality-of-life features. It supposed to be released in few months, not a year.
The first new feature of v2.3 is already under development and is: SDS path rendering (aka PhotonGI new caustic cache).
The other candidates for LuxCore are:
- Extend our SIGGRAPH 2012 Disney material to include SIGGRAPH 2015 new features (https://github.com/LuxCoreRender/LuxCore/issues/91)
- Support for multiple UV sets for each mesh vertex (https://github.com/LuxCoreRender/LuxCore/issues/134)
- Support Corona-like hybrid glass (https://github.com/LuxCoreRender/LuxCore/issues/233)
- Reduce the number of OpenCL kernel compilation required
- Triplanar mapping with blending (https://github.com/LuxCoreRender/LuxCore/issues/153)
- Add an image plugin to write over the image (https://github.com/LuxCoreRender/LuxCore/issues/45)
- Procedural stochastic texturing (https://github.com/LuxCoreRender/LuxCore/issues/228)
Updated list:
- CUDA/Optix 7 with RTX hardware support (aka fu@k small and/or quality-of-life features )
- Extend our SIGGRAPH 2012 Disney material to include SIGGRAPH 2015 new features (https://github.com/LuxCoreRender/LuxCore/issues/91)
- Support for multiple UVs/Color/Alpha sets for each mesh vertex (https://github.com/LuxCoreRender/LuxCore/issues/134)
- Support Corona-like hybrid glass (https://github.com/LuxCoreRender/LuxCore/issues/233)
- Reduce the number of OpenCL kernel compilations required
- Triplanar mapping with blending (https://github.com/LuxCoreRender/LuxCore/issues/153)
- Add an image plugin to write over the image (https://github.com/LuxCoreRender/LuxCore/issues/45)
- Procedural stochastic texturing (https://github.com/LuxCoreRender/LuxCore/issues/228)
- Porting of procedural Cycles/Eevee textures to LuxCore
- Micropolygon displacement
- Bevel shader
- Dirt shader
- Light linking (https://github.com/LuxCoreRender/LuxCore/issues/147)
- Coating film interference (https://github.com/LuxCoreRender/LuxCore/issues/175)
- Rayswitch (https://github.com/LuxCoreRender/LuxCore/issues/148)
- Geopattern (https://cgpress.org/archives/fstorm-tea ... ttern.html)
- New complete Bidirectional path tracing with vertex merging (BIDIRCPUVM)
- Principled hair BSDF shader and dedicated hair geometry
- Bokeh texture / Optical vignetting support (http://bertrand-benoit.com/blog/wonky-bokeh/)
- Fixed and faster env. visibility cache
- Custom color management inside Blender to match LuxCoreUI (and network renderings)
- Custom split normals support in Blender
- An option to store compressed image maps in GPU memory
- Support for 3D LUT (.cube)
- PhotonGI support for light groups
- Path guiding for Bidirectional path tracing
- Add procedural textures specifically tailored for heterogeneous volumes (for instance clouds, fog, sand clouds, fog, sedimenting heterogeneous mixtures, fruit juice, milk, turbid lakes)