LuxCoreRender v2.2beta3 released

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Dade
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LuxCoreRender v2.2beta3 released

Post by Dade »

Downloads:

Standalone: https://github.com/LuxCoreRender/LuxCor ... _v2.2beta3
Blender v2.79b Addon: https://github.com/LuxCoreRender/BlendL ... _v2.2beta3

Changelog:

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

LuxCore

New Features since v2.2beta2
  • Added the support for periodic PhotonGI caustic cache update (aka SPPM without radius reduction)
  • PathTracer class now support eye and light path tracing. LIGHTCPU now uses PathTracer class too.
  • Added Hybrid Back/Forward path tracing support
  • Added the support for glossy caustics rendering to Hybrid Back/Forward
  • Reworked the support for new visibility map cache for infinitelight, constantinfinite and sky2 light sources
  • Transparent light sources are now rendered with the correct intensity
  • New env. visibility map cache now supports persistent cache on file
Fixed Bugs since v2.2beta2
  • Fixed a problem in the random number generator of PhotonGI
  • Fixed wrong theta being saved in ToProperties() of distant light
  • Fixed a compilation error in RoughMatte OpenCL code (issue #218)
  • Fixed a problem with Disney material specular tint
  • Fixed a TILEPATH bug causing black renderings
  • Fixed BIDIRCPU and LIGHTCPU camera motion blur
  • Fixed a bug related to initial camera volume in PATHOCL
  • Fixed light tracing camera motion blur and arbitrary clipping plane support
  • Fixed a bug in the OpenCL code of the splitfloat3 texture
  • Fixed normal mapping
  • Fixed a problem when saving ALBEDO AOV
  • Fixed RoughGlass event types returned by material evaluation
  • Evaluated best radius in PhotonGI, ELVC and DLSC is not affected any more by border rendering
  • Fixed a crash when resuming scene rendering without PhotonGI enabled
  • Fixed a NaNs problem when using area lights with zero area
  • Fixed the export of material emission.directlightsampling.type property
A very first experimental release of BlendLuxCore for Blender v2.80 (Windows 64bit with OpenCL) is available at: https://github.com/LuxCoreRender/BlendL ... OpenCL.zip

Check https://github.com/LuxCoreRender/BlendL ... _v2.2beta3 for more details.
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DEBIHOOD
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Re: LuxCoreRender v2.2beta3 released

Post by DEBIHOOD »

It is wonderful! :o
I see a lot of work has been done :D
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Re: LuxCoreRender v2.2beta3 released

Post by provisory »

Impressive!
Racleborg
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Re: LuxCoreRender v2.2beta3 released

Post by Racleborg »

Awesome! :)
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Dez!
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Re: LuxCoreRender v2.2beta3 released

Post by Dez! »

Congratulations!
You are the best!
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Re: LuxCoreRender v2.2beta3 released

Post by camara »

Great news! Thank you to all the developers for the amazing effort to develop a great piece of software!
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Re: LuxCoreRender v2.2beta3 released

Post by Asticles »

Amazing!

Thanks!
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Odilkhan Yakubov
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Re: LuxCoreRender v2.2beta3 released

Post by Odilkhan Yakubov »

Hi again. One my friend would like to intagrate Luxcore render v2.2 beta3 using new Blender 2.8 into render farm. Which version is he must to download? This one?
https://github.com/LuxCoreRender/LuxCor ... -win64.zip
or that with OpenCL version?
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Dade
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Re: LuxCoreRender v2.2beta3 released

Post by Dade »

Odilkhan Yakubov wrote: Tue Aug 13, 2019 8:01 am Hi again. One my friend would like to intagrate Luxcore render v2.2 beta3 using new Blender 2.8 into render farm. Which version is he must to download? This one?
https://github.com/LuxCoreRender/LuxCor ... -win64.zip
or that with OpenCL version?
I'm out of the town, I can help you better next week. The version you need depends of the servers you are going to use (linux or windows, with or without GPU, etc.).
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Re: LuxCoreRender v2.2beta3 released

Post by MetinSeven »

I’d like to have a go at the Luxcore Blender 2.8 beta, but I’ve got a few questions:
  1. Does Luxcore work with the latest 2.81 master builds?
  2. Luxcore uses OpenCL, and no NVIDIA libs such as CUDA or OptiX, or am I mistaking?
    Does OpenCL match the speed of the NVIDIA libraries when rendering with an NVIDIA GPU?
  3. Does Lux support vertex colors?
  4. Does Lux have blended box or tri-planar mapping?
  5. Can you layer multiple HDR environments using an Add shader, like in Cycles?
  6. Does Lux have Random Walk SSS?
Thanks.
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