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LuxCoreRender v2.2beta1 released

Posted: Wed May 01, 2019 9:22 pm
by B.Y.O.B.
Downloads:

Standalone: https://github.com/LuxCoreRender/LuxCor ... _v2.2beta1
Blender Addon: https://github.com/LuxCoreRender/BlendL ... _v2.2beta1

Changelog:

https://wiki.luxcorerender.org/LuxCoreR ... Notes_v2.2

LuxCore

New Features since v2.2alpha1
  • Saving/resuming the rendering now includes all PhotonGI cache information and entries
  • Added the support for new shape "group"
  • Added the support for nested groups to LXS parser
  • Added the support for persistent PhotonGI cache on file
  • Added the support for using persistent PhotonGI cache across multiple frames for fly-through animations
  • DLSC now automatically estimated the best radius if lightstrategy.entry.radius is set to 0.0
  • New improved Random/Sobol sampler adaptive code
  • LXS parser now supports halttime and haltspp film halt conditions
  • LXS parser now supports volumes
  • Shadow catcher is now easier to use with multiple light sources of any type
Fixed Bugs since v2.2alpha1
  • Fixed a crash when using negative material emission values (issue #177)
  • Fixed LXS parsing in pyluxcoretools
  • Fixed a problem when mixing transparent and solid materials with Mix (issue #183)
  • Fix a bug when using glossy coating with any specular material
  • Fixed LXS parsing of point light source position
  • Fixed object ID not being saved by FILESAVER engine
  • Fixed a major bug in carpaint material (issue #186)
  • Fixed spelling mistake in cloth material "wool gabardine" preset
  • Fixed Scene::RemoveUnusedMeshes()
  • Fixed a bug in Mix material when working with specular materials (issue #187)
  • Fixed an overflow problem when using an heterogenous volume on very large segments
  • Sun relative size has now a lower bound of 1.0 to avoid numerical precision problems
  • Fixed a problem with Scene::ToProperties() after editing a scene
  • Fixed a self-shadow problem with area light sources

Blender Addon

New Features since v2.2alpha1
  • Add a Vector Math node
  • User can now set a custom object ID
  • User can now choose a custom viewport color for materials (used in the OpenGL viewport, optional)
  • make volume socket export of material output more generic. This means users can now directly plug volumes into the interior/exterior volume sockets, without the need for a pointer node.
  • expose volume nodes in material node tree add menu
  • add new "colored glass" node preset with inlined volume for simple glasses with volumetric absorption
  • add a filter to the pointer node selection menu (so the user can list only materials, only volumes etc.)
  • Expose uvmapping3d (available in the 3D mapping node, can be used to map procedural 3D textures with a UV mapping)
  • add a debug option to print config and scene properties (in hidden debug menu, search for "Toggle LuxCore Debug Options" in Blender's operator search)
  • expose storage property of background image to allow higher precision if necessary
  • show button to select problematic object in error log
  • implement a workaround to have "delete and reconnect" functionality in the node editor
  • add support for improved adaptive sampling, as well as the new NOISE AOV
  • add support for automatic radius estimation of DLSC
  • add shadow catcher option to only consider shadows from infinite lights (sky, HDRI, flat background color)
Fixed Bugs since v2.2alpha1
  • fix albedo and avg. shading normal AOVs being used in final render when OIDN was only enabled for viewport
  • fix area light not being deleted when its type was switched to laser

Re: LuxCoreRender v2.2beta1 released

Posted: Wed May 01, 2019 10:35 pm
by Taka
Custom viewport color!!! Thank you!!!

Re: LuxCoreRender v2.2beta1 released

Posted: Thu May 02, 2019 6:29 am
by B.Y.O.B.
Taka wrote:
Wed May 01, 2019 10:35 pm
Custom viewport color!!! Thank you!!!
Credit for this goes to cruderustle and the donators who placed $30 on the bounty: https://github.com/LuxCoreRender/BlendL ... issues/234

Re: LuxCoreRender v2.2beta1 released

Posted: Thu May 02, 2019 1:53 pm
by provisory
Expose uvmapping3d (available in the 3D mapping node, can be used to map procedural 3D textures with a UV mapping)
I could finally test it and I love it!

Here I used only procedural textures, and - as expected - the patterns nicely follow the shape of the leaves:
leaf0006.jpg

Thank you!

Re: LuxCoreRender v2.2beta1 released

Posted: Thu May 02, 2019 4:56 pm
by B.Y.O.B.
provisory wrote:
Thu May 02, 2019 1:53 pm
Here I used only procedural textures, and - as expected - the patterns nicely follow the shape of the leaves
Looking good (example scene material ;) )

Re: LuxCoreRender v2.2beta1 released

Posted: Thu May 02, 2019 5:07 pm
by Sharlybg
I could finally test it and I love it!
+1

The day people will realize what this engine really is ... :idea:

Re: LuxCoreRender v2.2beta1 released

Posted: Thu May 02, 2019 5:46 pm
by epilectrolytics
provisory wrote:
Thu May 02, 2019 1:53 pm
Here I used only procedural textures, and - as expected - the patterns nicely follow the shape of the leaves
That looks very nice, could you share the node setup please?

Re: LuxCoreRender v2.2beta1 released

Posted: Thu May 02, 2019 7:33 pm
by Piita
provisory wrote:
Thu May 02, 2019 1:53 pm
Here I used only procedural textures, and - as expected - the patterns nicely follow the shape of the leaves:

leaf0006.jpg

Very very cool!

Re: LuxCoreRender v2.2beta1 released

Posted: Thu May 02, 2019 9:40 pm
by provisory
epilectrolytics wrote:
Thu May 02, 2019 5:46 pm
could you share the node setup please?
Here you go:
leaf0006-nodes.png

And here is the Blender file:
leaf0006.blend
(862.73 KiB) Downloaded 149 times

Re: LuxCoreRender v2.2beta1 released

Posted: Thu May 02, 2019 11:19 pm
by Taka
provisory wrote:
Thu May 02, 2019 1:53 pm

Here I used only procedural textures, and - as expected - the patterns nicely follow the shape of the leaves:
Looks good!