What is new in LuxCore API v2.0 ?

Discussion related to the Engine functionality, implementations and API.
User avatar
B.Y.O.B.
Developer
Posts: 1215
Joined: Mon Dec 04, 2017 10:08 pm
Location: Germany
Contact:

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

Post by B.Y.O.B. » Tue Mar 27, 2018 10:41 pm

neo2068 wrote:
Tue Mar 27, 2018 8:53 pm
I like the new volume rendering.
Me too.
I will have to rework the "fire and smoke" preset in BlendLuxCore, currently it does not include scattering (only absorption) because that was so slow, now I can add it. :)
Support LuxCoreRender project with salts and bounties

User avatar
Sharlybg
Supporting Users
Posts: 578
Joined: Mon Dec 04, 2017 10:11 pm
Location: Ivory Coast

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

Post by Sharlybg » Tue Mar 27, 2018 11:49 pm

:shock:
Wow look gorgeous ! Definitely great news. Now it s possible to make easy spacex rocket sim or Car tyres burnout.
Support LuxCoreRender project with salts and bounties

neo2068
Developer
Posts: 85
Joined: Tue Dec 05, 2017 6:06 pm

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

Post by neo2068 » Wed Mar 28, 2018 6:17 am

B.Y.O.B. wrote:
Tue Mar 27, 2018 10:41 pm
neo2068 wrote:
Tue Mar 27, 2018 8:53 pm
I like the new volume rendering.
Me too.
I will have to rework the "fire and smoke" preset in BlendLuxCore, currently it does not include scattering (only absorption) because that was so slow, now I can add it. :)
Yes, I saw that yesterday during testing. I can change that, too, but not from work.
i7 5820K, 32 GB RAM, NVIDIA Geforce GTX 1080 + GTX 780, Windows 10 64bit, Blender 2.79b
Support LuxCoreRender project with salts and bounties

User avatar
B.Y.O.B.
Developer
Posts: 1215
Joined: Mon Dec 04, 2017 10:08 pm
Location: Germany
Contact:

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

Post by B.Y.O.B. » Wed Mar 28, 2018 7:07 am

neo2068 wrote:
Wed Mar 28, 2018 6:17 am
I can change that, too, but not from work.
Ok, then I leave that to you.
It's not time-critical.
The exact spot in the code is here: https://github.com/LuxCoreRender/BlendL ... ts.py#L176
Support LuxCoreRender project with salts and bounties

User avatar
Dade
Developer
Posts: 1146
Joined: Mon Dec 04, 2017 8:36 pm

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

Post by Dade » Wed Mar 28, 2018 10:01 am

B.Y.O.B. wrote:
Tue Mar 27, 2018 10:41 pm
neo2068 wrote:
Tue Mar 27, 2018 8:53 pm
I like the new volume rendering.
Me too.
I will have to rework the "fire and smoke" preset in BlendLuxCore, currently it does not include scattering (only absorption) because that was so slow, now I can add it. :)
There is also emission :idea:
Support LuxCoreRender project with salts and bounties

User avatar
B.Y.O.B.
Developer
Posts: 1215
Joined: Mon Dec 04, 2017 10:08 pm
Location: Germany
Contact:

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

Post by B.Y.O.B. » Wed Mar 28, 2018 11:18 am

Dade wrote:
Wed Mar 28, 2018 10:01 am
There is also emission
Emission is already setup in the preset.
You can get it with the following steps:
  • Create a cube
  • Press spacebar -> search "quick smoke", enter
  • select the smaller cube that is emitting the smoke, go to the physics settings, change emitter type from "smoke" to "fire+smoke"
  • select the larger domain cube, go to the material tab, press the "Fire and Smoke" button
  • render, optionally open node editor and edit material/volume settings
This is how it currently looks like:
Attachments
scrn_2018-03-28_13-14-44.png
Support LuxCoreRender project with salts and bounties

Odilkhan Yakubov
Posts: 27
Joined: Fri Jan 26, 2018 10:07 pm
Location: Tashkent, Uzbekistan

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

Post by Odilkhan Yakubov » Thu Mar 29, 2018 1:26 am

Is it possible to integrate Random Walk SSS and Micropolygon Displacement like Cycles did?
Allah bless us!

User avatar
Dade
Developer
Posts: 1146
Joined: Mon Dec 04, 2017 8:36 pm

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

Post by Dade » Thu Mar 29, 2018 10:40 am

Odilkhan Yakubov wrote:
Thu Mar 29, 2018 1:26 am
Is it possible to integrate Random Walk SSS and Micropolygon Displacement like Cycles did?
It is like 7 years we do Random Walk SSS :D It is the only way we have always rendered volumes. Lux, by design, usually supports only solutions leading to the "ground true" (i.e. unbiased) and avoids approximations and/or tricks.
Odilkhan Yakubov wrote:
Thu Mar 29, 2018 1:26 am
Micropolygon Displacement like Cycles did?
We had the support for displacement in the old Lux but it was insanely slow. However yes, we should add the support in the future, it is something useful.
Support LuxCoreRender project with salts and bounties

Odilkhan Yakubov
Posts: 27
Joined: Fri Jan 26, 2018 10:07 pm
Location: Tashkent, Uzbekistan

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

Post by Odilkhan Yakubov » Thu Mar 29, 2018 11:41 am

Dade wrote:
Thu Mar 29, 2018 10:40 am
Odilkhan Yakubov wrote:
Thu Mar 29, 2018 1:26 am
Is it possible to integrate Random Walk SSS and Micropolygon Displacement like Cycles did?
It is like 7 years we do Random Walk SSS :D It is the only way we have always rendered volumes. Lux, by design, usually supports only solutions leading to the "ground true" (i.e. unbiased) and avoids approximations and/or tricks.
Odilkhan Yakubov wrote:
Thu Mar 29, 2018 1:26 am
Micropolygon Displacement like Cycles did?
We had the support for displacement in the old Lux but it was insanely slow. However yes, we should add the support in the future, it is something useful.
1. So, how can I make SSS effect using Random walk method? Any tut for it?
2. When is it come? Any date?
Allah bless us!

User avatar
Dade
Developer
Posts: 1146
Joined: Mon Dec 04, 2017 8:36 pm

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

Post by Dade » Thu Mar 29, 2018 1:54 pm

Odilkhan Yakubov wrote:
Thu Mar 29, 2018 11:41 am
1. So, how can I make SSS effect using Random walk method? Any tut for it?
This is a video recorded with the old Blender exporter and LuxCore but the concepts are the same: https://www.youtube.com/watch?v=DDqXv6gu3ts
Odilkhan Yakubov wrote:
Thu Mar 29, 2018 11:41 am
2. When is it come? Any date?
Not in v2.0, may be in v2.1 but I have some stuff I consider more important (like light cache and denoiser) in my personal TODO list.
Support LuxCoreRender project with salts and bounties

Post Reply