What is new in LuxCore API v2.0 ?

Discussion related to the LuxCore functionality, implementations and API.
User avatar
Dade
Developer
Developer
Posts: 5672
Joined: Mon Dec 04, 2017 8:36 pm
Location: Italy

Re: What is new in LuxCore API v2.0 ?

Post by Dade »

Added the support for glass dispersion.
Support LuxCoreRender project with salts and bounties
User avatar
Dade
Developer
Developer
Posts: 5672
Joined: Mon Dec 04, 2017 8:36 pm
Location: Italy

Re: What is new in LuxCore API v2.0 ?

Post by Dade »

Added the support for dynamic edit of halt rendering conditions.
Support LuxCoreRender project with salts and bounties
User avatar
Dade
Developer
Developer
Posts: 5672
Joined: Mon Dec 04, 2017 8:36 pm
Location: Italy

Re: What is new in LuxCore API v2.0?

Post by Dade »

Added the support for Film outputs "safe save".
Support LuxCoreRender project with salts and bounties
User avatar
Dade
Developer
Developer
Posts: 5672
Joined: Mon Dec 04, 2017 8:36 pm
Location: Italy

Re: What is new in LuxCore API v2.0?

Post by Dade »

Added the pyluxcoreconsole and pyluxcoremerge tools.
Support LuxCoreRender project with salts and bounties
User avatar
Dade
Developer
Developer
Posts: 5672
Joined: Mon Dec 04, 2017 8:36 pm
Location: Italy

Re: What is new in LuxCore API v2.0?

Post by Dade »

Improved glass and archglass sampling strategy: viewtopic.php?f=2&t=45&p=605#p604
Support LuxCoreRender project with salts and bounties
User avatar
Dade
Developer
Developer
Posts: 5672
Joined: Mon Dec 04, 2017 8:36 pm
Location: Italy

Re: What is new in LuxCore API v2.0?

Post by Dade »

Added the support for Embree multi-segments motion blur.
Support LuxCoreRender project with salts and bounties
User avatar
Dade
Developer
Developer
Posts: 5672
Joined: Mon Dec 04, 2017 8:36 pm
Location: Italy

Re: What is new in LuxCore API v2.0?

Post by Dade »

I'm working on convergence based adaptive sampling for the new RANDOM and SOBOL sampler. The first result are very interesting:
adap.jpg
From left to right:

- the normal rendering output;
- the new SAMPLECOUNT AOV (i.e. the sample count for each pixel, darker means less samples, brighter means more);
- the new the CONVERGENCE AOV (i.e. how for from the convergence threshold is a pixel, darker means near and less noise, brighter means far and more noise).

As you see the SAMPLECOUNT and CONVERGENCE images pretty much match: the sampler is using more samples where they are more needed.

With the old RANDOM/SOBOL sampler the middle image would be just flat gray as each pixel receives the same amount of samples no matter what.
Support LuxCoreRender project with salts and bounties
User avatar
Sharlybg
Donor
Donor
Posts: 3101
Joined: Mon Dec 04, 2017 10:11 pm
Location: Ivory Coast

Re: What is new in LuxCore API v2.0?

Post by Sharlybg »

I'm working on convergence based adaptive sampling for the new RANDOM and SOBOL sampler. The first result are very interesting:
:D :D :D hehe you're blessing US. :twisted: :twisted: Scuderia Luxcore in total Red mod :twisted: :twisted: .
you make people feel like programing is so fun. will never give up with my Python course.

So if i understand well this can be used for any mod at the end ?

Thannk you !
Support LuxCoreRender project with salts and bounties

Portfolio : https://www.behance.net/DRAVIA
User avatar
Dade
Developer
Developer
Posts: 5672
Joined: Mon Dec 04, 2017 8:36 pm
Location: Italy

Re: What is new in LuxCore API v2.0?

Post by Dade »

Sharlybg wrote: Thu Feb 01, 2018 9:13 am So if i understand well this can be used for any mod at the end ?
Yes, however BIDIRCPU is a bit in its own league and doesn't make very much sense to use anything else but METROPOLIS with BIDIR.
Support LuxCoreRender project with salts and bounties
User avatar
Dade
Developer
Developer
Posts: 5672
Joined: Mon Dec 04, 2017 8:36 pm
Location: Italy

Re: What is new in LuxCore API v2.0?

Post by Dade »

I'm working on the new volume rendering code. this is a cube with a volume defined by an FBM procedural texture:
vol.jpg
Support LuxCoreRender project with salts and bounties
Post Reply