LuxCore v2.1 proposed features
Posted: Mon Apr 16, 2018 3:07 pm
With the release of beta3 (today or tomorrow), v2.0 is done in term of new features (just 1 or 2 more releases of bug fixes and than there will be the final v2.0).
It is time to start to think to the features to include in v2.1. I'm opining this thread to collect requests and idea. We will than make a poll to decide priorities. Any proposal is good (not just big huge features but also small and/or quality-of-life features are welcome).
The first new feature of v2.1 is already under development and is: Bayesian Collaborative Denoiser for Monte-Carlo Rendering (BCD for friends).
The other candidates for LuxCore are (partially from GitHub requests):
Updated list:
It is time to start to think to the features to include in v2.1. I'm opining this thread to collect requests and idea. We will than make a poll to decide priorities. Any proposal is good (not just big huge features but also small and/or quality-of-life features are welcome).
The first new feature of v2.1 is already under development and is: Bayesian Collaborative Denoiser for Monte-Carlo Rendering (BCD for friends).
The other candidates for LuxCore are (partially from GitHub requests):
- Light cache Part I: to accelerate direct light sampling in scenes with many light sources
- Light cache Part II: to accelerate indirect light sampling
- BiDir on GPUs ... no, it is not going to happen but it will possible to still waste a poll vote on this
- Walt Disney Principled Shader material
- Add .cube file format support in camera response plugin
- Artist friendly SSS (but you will have to explain me what does it exactly means)
- Support for a native hair primitive to accelerate hair/fur rendering
- Support for multiple UV sets for each mesh vertex
- Support for LuxCoreUI persistent settings
- Add shape support to IES light sources
- A web site where to upload/download material definitions to build a public library of LuxCore materials
Updated list:
- Light cache Part I: to accelerate direct light sampling in scenes with many light sources
- Light cache Part II: to accelerate indirect light sampling
- BiDir on GPUs ... no, it is not going to happen but it will possible to still waste a poll vote on this
- Walt Disney Principled Shader material
- Add .cube file format support in camera response plugin
- Artist friendly SSS (but you will have to explain me what does it exactly means)
- Support for a native hair primitive to accelerate hair/fur rendering
- Support for multiple UV sets for each mesh vertex
- Support for LuxCoreUI persistent settings
- Add shape support to IES light sources
- A web site where to upload/download material definitions to build a public library of LuxCore materials
- Native hair primitive
- Displacement (micro, vector, volume)
- New Glossy material with multiple scattering GGX, Irridescent microfacets, etc.
- White balance corrector in imagepippeline
- Aperture diffraction
- More convenience textures for color manipulation: brightness, contrast, blend modi. (lighten/darken/soft light/etc.)
- Terminator Artifact Treatment
- Spherical, Cylindrical, Cube and Triplanar mapping, with a button to be computed in local space (no changes when the object moves) and world space
- Bevel edges by shader, with a threshold to ignore edges in a certain angle
- Inline documentation of the interfaces used throughout the code
- Disney principled material
- Camera bokeh shape
- Ability to modulate texture's input coordinate by another texture
- Material backfacing (from the cycles' geometry node), useful as a factor to assign different properties to a face in relation to normals.
- Texture ColorRamp for example to create variations based on the BW shades or simply to tweak tones
- Texture Separate/Combine RGB, useful to bring multiple non-color textures in one file (R,G,B channels) for example
- Light paths features could be also useful in many cases
- Texture wavelenght to color
- Wireframe node
- Deformation motion blur
- Normals auto-smooth
- Architectural glass roughness
- Use a random material for each object in a group (to create a floor with different wood tiles, etc.)
- Integrate "tabulated data" in volume description
- A material that allows us to define the reflectivity and transmission in three types (specular/glossy/matte) per incidence angle and per wavelength
- Integrate some new physics based model like "Henyey-Greenstein" for more exact volume description
- Unbiased Photon Gathering for Light Transport Simulation and anditional photon mapping related techniques