Standalone: https://github.com/LuxCoreRender/LuxCor ... ender_v2.5
Blender Addon: https://github.com/LuxCoreRender/BlendL ... xcore_v2.5
Note for Windows users: you have to install the Microsoft Visual C++ Redistributable for Visual Studio 2017 and Intel C++ redistributable.
Changelog:
https://wiki.luxcorerender.org/LuxCoreR ... Notes_v2.5
A user-friendly version of this changelog is available at https://luxcorerender.org/new-features-in-v2-5.
LuxCore
New Features since v2.5
- Added the support for Optix/RTX acceleration
- Added the support for Optix denoiser imagepipeline plugin
- GPU imagepipeline now allocated buffers for only the used AOVs by each plugin
- batch.haltspp now supports 2 parameters too in order to have separate halt conditions for eye and light tracing
- Added the support for camera not uniform and anamorphic bokeh (issue #409)
- Added the support for camera bokeh with custom distribution
- Variance clamping is now applied separately to each radiance group (issue #414)
- Added the support for lateral and longitudinal chromatic aberration (issue #409)
- Added the support for SINC pixel filter (issue #415)
- Added the support for CATMULLROM pixel filter (issue #415)
- It is now possible to disable Optix (with property context.cuda.optix.enable) even if it is detected and available
- Any mesh UV map can now be used for displacement (issue #416)
- Subdiv shape now supports multiple vertex UVs, colors, alphas and AOVs (issue #416)
- Added the support for holdout (issue #423)
- Added the support for wireframe texture
- Variance clamping is applied applied to DIRECT_DIFFUSE, DIRECT_GLOSSY, EMISSION, INDIRECT_DIFFUSE, INDIRECT_GLOSSY and INDIRECT_SPECULAR AOVs too
- GetPlatformDesc() now returns compile.LUXRAYS_ENABLE_OPTIX property to check if Optix is available
- Removed the limit of max. 32 AOV types
- Added the support for new AOVs (issue #429): DIRECT_DIFFUSE_REFLECT, DIRECT_DIFFUSE_TRANSMIT, DIRECT_GLOSSY_REFLECT, DIRECT_GLOSSY_TRANSMIT, INDIRECT_DIFFUSE_REFLECT, INDIRECT_DIFFUSE_TRANSMIT, INDIRECT_GLOSSY_REFLECT, INDIRECT_GLOSSY_TRANSMIT, INDIRECT_SPECULAR_REFLECT and INDIRECT_SPECULAR_TRANSMIT
- Added a fast evaluation path in GPU code for constant and image map textures
- Added the support for Distort texture
- Now individual bricks, in brick texture, have a pseudo-random mix between two colors by default
- Added the support for Randomized Texture Tiling (#228)
- Added the support for UVRandomMapping2D
- Added the support for LocalRandomMapping3D
- Added the support for Caustic AOV when using hybrid rendering
- Added the support for TwoSided material
- Reworked WhiteBalance plugin and light groups white balance support to be coherent with usual photographic white balance process (note: this change breaks the compatibility with past scene settings)
- Added a cap (25% and 75%) to Glass transmission/reflection sampling to not under sample some case
- Added the support to all light sources of ".temperature" and ".temperature.normalize" properties to set light temperature
- Added the support for texture bombing
- Added the support for Caustic AOV to OutputSwitcherPlugin
- LuxCore API has new log system
- Added the support for 180 (or any other amount of degrees) view to Environment camera
- Added the support for 180 (horizontal stacked) and 360 degree (vertical stacked) stereo camera (issue #451)
- Removed the cap to opencl.task.count parameter
- Added the support for pixel filtering to light tracing (issue #413)
- Now LuxCore works even if OpenCL is available but not a valid OpenCL ICD platform has been found (issue #422)
- Fixed a problem with cloth material when using CUDA and Windows (issue #417)
- Fixed a problem in glossy coating albedo evaluation on GPUs
- Fixed a difference between CPU and GPU rendering when using a roughglass with a shadow transparency color
- Fixed the support in .ply files for triangle AOVs
- Fixed a memory leak when rendering with OpenCL (noticeable when rendering animations)
- Fixed text export of brick texture HERRINGBONE and BASKET
- Fixed scale problem in GPU code for brick texture HERRINGBONE and BASKET (issue #438)
- Fixed a possible crash when using trilinear texture with GPUs
- Reworked some condition in hybrid rendering light tracing to solve the problem of flashing caustics (issue #441)
- Fixed a problem with Blender Translation language preference option and scene export on file
- Fixed a self-shadow problem in BIRCPU render engine
- Fixed a Mix material problem when using solid and transparent materials (issue #461)
- Fixed a crash when using Subdivision shape with vertex colors (issue #469)
- Fixed a possible crash when using multiple GPUs with PhotonGI
- Fixed a deadlock when using multiple renders at the same time in Blender (issue #575)
- Fixed a bug in the support for material .bumpsamplingdistance property
- Fixed a discrepancy in reflected area lights on glossy surfaces between CPU and GPU rendering when light tracing is enabled (issue #470)
- Avoid to return CUDA_ERROR_NO_DEVICE error if CUDA is installed but there are no NVIDIA GPUs installed
- Fixed compilation when CUDA is disabled but OpenCL is still enabled
- Now disabling CUDA for any error during the cuInit() like when an external GPU is unplugged (issue #493)
- Compiling the code with LUXCORE_DISABLE_OIDN defined will disable Intel OIDN (for platforms where it is not available like Apple M1)
- Fixed halt condition rendering stop code when using both eye and light tracing parameters (issue #497)
- Change sphere light implementation to provide an alternative to the point light fallback (issue #443)
- Fixed a compiler error when running with CUDA on Ampere GPUs (issue BlendLuxCore#626)
- Fixed a crash when using an image pipeline with only NOP plugin
- CPU code now rejects NaN/Inf sample values for AOVs like GPU code
- Avoid to generate NaN volume transmittance if the segment is infinite
- Fixed a problem when using the DIRECT_DIFFUSE_REFLECT AOV (issue #517)
- Fixed a crash when using CPU-only image pipeline plugins but image pipeline GPU support is still enabled
- Fixed a problem with BIDIRCPU and RADIANCE_GROUP AOV
- Fixed a problem when using chain of shapes with mesh vertex/triangle AOVs (issue #659)