LuxCoreRender v2.1/2.2 features poll

Discussion related to the LuxCore functionality, implementations and API.

Select the most wanted features

Light cache Part I: to accelerate direct light sampling in scenes with many light sources
35
10%
Light cache Part II: to accelerate indirect light sampling
39
11%
BiDir on GPUs ... no, it is not going to happen but it will possible to still waste a poll vote on this :mrgreen:
10
3%
Walt Disney Principled Shader material
28
8%
Add .cube file format support in camera response plugin
0
No votes
Artist friendly SSS (but you will have to explain me what does it exactly means)
5
1%
Support for a native hair primitive to accelerate hair/fur rendering
15
4%
Support for multiple UV sets for each mesh vertex
13
4%
Support for LuxCoreUI persistent settings
4
1%
Add shape support to IES light sources
6
2%
A web site where to upload/download material definitions to build a public library of LuxCore materials
13
4%
Displacement (micro, vector, volume)
30
8%
New Glossy material with multiple scattering GGX, Irridescent microfacets, etc.
16
4%
White balance corrector in imagepippeline
2
1%
Aperture diffraction
5
1%
More convenience textures for color manipulation: brightness, contrast, blend modi. (lighten/darken/soft light/etc.)
3
1%
Terminator Artifact Treatment
16
4%
Spherical, Cylindrical, Cube and Triplanar mapping, with a button to be computed in local space (no changes when the object moves) and world space
8
2%
Bevel edges by shader, with a threshold to ignore edges in a certain angle
14
4%
Inline documentation of the interfaces used throughout the code
1
0%
Camera bokeh shape
10
3%
Ability to modulate texture's input coordinate by another texture
2
1%
Material backfacing (from the cycles' geometry node), useful as a factor to assign different properties to a face in relation to normals.
5
1%
Texture ColorRamp for example to create variations based on the BW shades or simply to tweak tones
8
2%
Texture Separate/Combine RGB, useful to bring multiple non-color textures in one file (R,G,B channels) for example
1
0%
Light paths features could be also useful in many cases
4
1%
Texture wavelenght to color
2
1%
Wireframe node
2
1%
Deformation motion blur
1
0%
Normals auto-smooth
9
2%
Architectural glass roughness
7
2%
Use a random material for each object in a group (to create a floor with different wood tiles, etc.)
9
2%
Integrate "tabulated data" in volume description
6
2%
A material that allows us to define the reflectivity and transmission in three types (specular/glossy/matte) per incidence angle and per wavelength
5
1%
Integrate some new physics based model like "Henyey-Greenstein" for more exact volume description
3
1%
Unbiased Photon Gathering for Light Transport Simulation and anditional photon mapping related techniques
26
7%
 
Total votes: 363

AndreasResch
Posts: 135
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Re: LuxCoreRender v2.1/2.2 features poll

Post by AndreasResch »

Hey.

Just gave LuxRender a few test runs and it really rocks. Unfortunately there are a few things that I would need to be able to use it in production instead of Cycles. So without expecting too much, I will write those things down. Maybe they will be noded somewhere (some are on the feature list already).

1) Triplanar Mapping. I use a lot of materials that use different textures on the X/Y axis and Z axis and should be blended softly in the transitions zone.
2) Multiple UV sets for textures.
3) Random node + Value inputs on the 2D mapping node for "Scale" and "Rotation". Feeding random values into these two values creates a bit of texture variety in my scenes. That would help a lot.

Those are the three most important hurdles. Micro-Displacement would be great too, but I don't use it too often and I might be able to convert them into geometry for most of the cases.

Cheers,
Andreas
Last edited by AndreasResch on Sat Jul 07, 2018 8:01 pm, edited 1 time in total.
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B.Y.O.B.
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Re: LuxCoreRender v2.1/2.2 features poll

Post by B.Y.O.B. »

Thanks for your feedback. All of those are very useful features that I would also like to see in Lux.
theagentwd40
Posts: 6
Joined: Tue Jul 10, 2018 8:21 pm

Re: LuxCoreRender v2.1/2.2 features poll

Post by theagentwd40 »

"Artist friendly SSS (but you will have to explain me what does it exactly means)"
:arrow: That would be "random walk" sss. Blender Cycles has it already. So does Arnold.
Random walk in Lux? Yes, please.

And UDIMS! Udims texture support. Need... More... Textures!
excited__by_CookiemagiK.gif
excited__by_CookiemagiK.gif (3.35 KiB) Viewed 10155 times
I guess that would be "Support for multiple UV sets for each mesh vertex."
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B.Y.O.B.
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Re: LuxCoreRender v2.1/2.2 features poll

Post by B.Y.O.B. »

LuxCore had "random walk" SSS from the start (even old LuxRender had it).
I think you mean something different, maybe the way it can be controlled or how the UI is layed out?
Not to shoot you down, this topic was mentioned a few times already and I also think it could be made more beginner friendly.
It would be good if the users could describe what controls they expect in an SSS shader.
Maybe the whole thing only needs a different UI in BlendLuxCore and we don't have to touch core code at all?
theagentwd40
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Re: LuxCoreRender v2.1/2.2 features poll

Post by theagentwd40 »

This is some images from Appleseed random walk sss. Notice how the color fades? I’ve spent the last 3 hours trying to reproduce that effect in LuxCore. I’ve even used your guide to sss.
It might be user error. How is that effect achieved?
Attachments
random walk sss appleseed.jpg
random walk.png
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B.Y.O.B.
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Re: LuxCoreRender v2.1/2.2 features poll

Post by B.Y.O.B. »

Can you upload your test scene?
Could it be that you set the scattering color to yellow, instead of the absorption color?

Also, which value was changed in the appleseed scene to achieve the transition?
It might be user error.
Since all of the materials shown in the images are possible to achieve with LuxCore, yes, I think it's user error.
However, the important question is: Why do the users make errors and how can we improve our interfaces to prevent them?
wasd
Posts: 319
Joined: Tue Apr 24, 2018 7:20 pm

Re: LuxCoreRender v2.1/2.2 features poll

Post by wasd »

I want artist friendly SSS! At the moment I can't describe what exactly I want, though. But I want it friendly :)
CPU Bidir + Metropolis | Core i5-4570
theagentwd40
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Re: LuxCoreRender v2.1/2.2 features poll

Post by theagentwd40 »

Here you go: https://mega.nz/#!XjhxFRYB!QEMo3kqsLJQ1 ... -S8-ATnqFQ
Textures, hdri, polys, etc.
Blender 2.79
LuxCore 2.0
Windows
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B.Y.O.B.
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Re: LuxCoreRender v2.1/2.2 features poll

Post by B.Y.O.B. »

theagentwd40 wrote: Fri Jul 13, 2018 5:22 am Here you go: https://mega.nz/#!XjhxFRYB!QEMo3kqsLJQ1 ... -S8-ATnqFQ
Textures, hdri, polys, etc.
Blender 2.79
LuxCore 2.0
Windows
I find the appleseed image a bit hard to replicate, to be honest.
The surface seems to be rough glass, judging from the cube on the left?
And from left to right it seems like the absorption depth is lowered, while the scattering scale is raised.

I changed the lighting and camera in your file to match the appleseed image a bit better.
When I use rough glass in LuxCore, the cube gets very dark with higher scattering scale. I'm not sure if this is correct.

Anyway, here are some different base materials and the scene.
I used pointers for the base material and the absorption color, so you can change them in one place and it is used by all the sub materials/volumes.
Attachments
glass
glass
glossytranslucent
glossytranslucent
null
null
roughglass
roughglass
LuxCore SSS box test byob.blend
(1.2 MiB) Downloaded 326 times
theagentwd40
Posts: 6
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Re: LuxCoreRender v2.1/2.2 features poll

Post by theagentwd40 »

Null and Glossy Tran mix:
Null and Glossy Trans.
Null and Glossy Trans.
Placing a texture on the null:
Null texture
Null texture
and adding a texture to the null - glossy translucent material:
null and glossy texture
null and glossy texture
and we work up to this:
LuxCore SSS
LuxCore SSS
I get a nice softness but the texture darkens.
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