LuxCoreRender v2.3 released

News & Announcements regarding releases, features, exporters and project coordination.
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LuxCoreRender v2.3 released

Post by Dade »


Standalone and SDK: ... ender_v2.3
Blender v2.8x Addon: ... xcore_v2.3


Available at ... Notes_v2.3

LuxCore major new features
  • PhotonGI caustic cache re-factored to work with Vertex Merging (i.e. SPPM in this case)
  • It is now possible to use light tracing for normal caustics and PhotonGI cache for SDS paths
  • Added the support for shadow rays transparency for path tracers (aka hybrid glass)
  • Added the support for Subdivison shape (based on OpenSubdiv)
  • Added the support for Displacement shape
  • Added the support for vector displacement to Displacement shape
  • Added the support for screen space subdivision limit to SubdivShape
  • Added a Simplify shape (to decimate the number of triangles in a mesh with the smaller possible error)
  • Added the support the definition of meshes with multiple UVs, Colors and Alphas
  • Added the BAKECPU engine (LuxCore API only)
  • Added the glTF v2.0 FILESAVER support (LuxCore API only)
  • Added the support for triplanar mapping
  • Added the support for UV-less bump mapping with triplanar mapping
  • Fixed and optimized the execution on CPU with high thread count (24+)
BlenderLuxCore major new features
  • Support for all new features mentioned above, with the exception of BAKECPU engine and glTF support
  • Accelerated export of instances and particles (in a scene with 100,000 particles: from 33 seconds in v2.2 to 1.3 seconds total export time in v2.3)
  • BlendLuxCore can now read some basic Cycles world and light settings. For more info see ... issues/272
  • More physically based light units (lumen, candela) and an artist-friendly mode with gain and exposure controls
  • OpenVDB node, allows to use OpenVDB files from other applications than Blender
  • New TimeInfo node
  • Image sequence support
  • New "exclude from render" flag for objects, to make it possible to have them visible in other render engines but invisible in LuxCore
  • Sun lights are now by default invisible to indirect specular rays when using the Path engine, because these paths would only generate fireflies anyway
  • Allow values > 1 in disney sheen parameter
  • Support for environment light cache and direct light cache persistent file (for camera fly-through animations)
  • Added option to normalize distant light (enabled by default)
Changes that break backwards-compatibility
Old .blend files created with v2.2 or earlier will need to be updated in the areas listed here to make them look the same in v2.3.
There is an automatic converter available in the new "LuxCore Tools" panel in the render properties which can solve most of these points with one click.
Note that this only concerns Blender files, not standalone LuxCore files (cfg/scn/bcf).

Example Scenes
We have updated all the example scenes for v2.3, check them out here:

Note for Windows users: you have to install the Microsoft Visual C++ Redistributable for Visual Studio 2017 and Intel C++ redistributable.
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Re: LuxCoreRender v2.3 released

Post by zuljin3d »

Great news 8-)
Thanks to the wonderful developers
Actualy sorry for my google translate english :)
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Re: LuxCoreRender v2.3 released

Post by wahn »


Another example scene ... can be found here: ... room/blend
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Re: LuxCoreRender v2.3 released

Post by Harvester »

The original scene was modeled by David Vacek, designed by David Tousek. This with many other challenging scenes to study lighting and shading can be found at, the Jeremy Birn's website. Jeremy Birn is a TD at Pixar, and has lit shots in movies such as The Incredibles, Ratatouille, WALL-E, Toy Story 3, and Monsters University.

Thank you for adapting it to be rendered in LuxCore Render.
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