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 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)
- 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