Stefan Bergmann has implemented Disney BRDF material from Siggraph 2012 paper in LuxCoreRender for his mater thesis and he was so kindly to donate the code back to the project.
The new material is now available on the main branch (for CPU rendering, OpenCL support will follow soon).
Some demo rendering from Stefan:
Clearcoat with rough metallic
Cloth using Sheen
Glossy
Matte
Mirror
Subsurface approximation
Support LuxCoreRender project with salts and bounties
Disney = principled shader, see here.
It was not yet implemented in Luxcore but planned for v2.3.
It is more realistic but slower to sample because it has always a reflective component.
If fully implemented it should work similar to Cycles principled shader.
From what I see OCL code and Blender integration are still missing.
is it brdf or bsdf if it has subsurface? I also wonder what is this approximated subsurfacing.
Do you plan to build future work on it? Adding translucency, thin film layer, will you turn this into a monster ubermaterial for 2.3? I hope it renders fast too...