What is new in LuxCore API v2.0 ?

Discussion related to the LuxCore functionality, implementations and API.
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Dade
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Re: What is new in LuxCore API v2.0?

Post by Dade »

neo2068 wrote: Tue Mar 27, 2018 7:16 am
Dade wrote: Mon Mar 26, 2018 10:04 pm It is a lot faster and it works :lol:

I must admit I have still aliasing problem with sharp edges but there aren't usually a lot of sharp edges in most common heterogeneous volumes (i.e. smoke, etc.).

Just compile the latest sources and try to use an heterogeneous volume with density grid (btw, I added the OpenCL support for density grid texture too).
:lol: OpenCL support is really great. Thanks for that. I tried to implement that some time ago but only got frustrated as debugging the code was a nightmare.
It always is :roll: Anyway the winning trick was to store the density grid 3D data as a 2D image map (x projected on image x and y/z on image y). I had already in place the infrastructure to encode/transfer image maps on GPUs and everything worked flawless once I used this trick (I hadn't to write any additional code).
neo2068 wrote: Tue Mar 27, 2018 7:16 am Is there an automatic step size estimation for heterogeneous volumes?
No but the step size is now fixed (it was variable before) so if you want to render a 1 meter cube you know you are going to need a 5cm-20cm step size. It is not hard to setup once you know the step size in expressed in a real world unit.
neo2068 wrote: Tue Mar 27, 2018 7:16 am Aliasing was bad with the old code, too, and multiple scattering volumes wasn't as bright as rendered with other renderers. I have to try it. :D
Single scatter:
single.png
Multi-scattering :D
multi.png
It is also so much faster, multi-scattering at 9M samples/secs:
fast.jpg
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Odilkhan Yakubov
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Re: What is new in LuxCore API v2.0?

Post by Odilkhan Yakubov »

Is it possible to add some HD Cache or add the secondary engine like Corona renderer?
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Dade
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Re: What is new in LuxCore API v2.0?

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Odilkhan Yakubov wrote: Tue Mar 27, 2018 1:45 pm Is it possible to add some HD Cache or add the secondary engine like Corona renderer?
What does Corana do ? Do they compose rendering by doing volume rendering in a separate step with a separate engine :?:

For HD cache, do you mean the Corona light cache ?
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Re: What is new in LuxCore API v2.0?

Post by B.Y.O.B. »

Some engines use different integrators for primary/secondary bounces.
E.g. V-Ray: https://docs.chaosgroup.com/display/VRA ... Parameters

edit: their nomenclature is a bit weird, I think with "primary bounces" they mean the first indirect bounce, and with "secondary bounces" all following bounces.
Maybe this image shows it: https://docs.chaosgroup.com/display/VR2R/Brute+Force+GI
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Re: What is new in LuxCore API v2.0?

Post by Odilkhan Yakubov »

Dade wrote: Tue Mar 27, 2018 1:52 pm
Odilkhan Yakubov wrote: Tue Mar 27, 2018 1:45 pm Is it possible to add some HD Cache or add the secondary engine like Corona renderer?
What does Corana do ? Do they compose rendering by doing volume rendering in a separate step with a separate engine :?:

For HD cache, do you mean the Corona light cache ?
Seems like that, but just a little bit different
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Re: What is new in LuxCore API v2.0?

Post by Odilkhan Yakubov »

Is there planned bucket rendering not Progressive refine (like now, like Cycles)?
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Re: What is new in LuxCore API v2.0?

Post by Sharlybg »

Odilkhan Yakubov wrote: Tue Mar 27, 2018 2:20 pm Is there planned bucket rendering not Progressive refine (like now, like Cycles)?
This is already available as Tile rendering. See option in render engine setting.
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Re: What is new in LuxCore API v2.0?

Post by B.Y.O.B. »

Odilkhan Yakubov wrote: Tue Mar 27, 2018 2:20 pm Is there planned bucket rendering not Progressive refine (like now, like Cycles)?
It is already available (TILEPATH engine).
In BlendLuxCore, it is available in the render settings: Just enable the "Tiled" checkbox.
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Re: What is new in LuxCore API v2.0?

Post by Odilkhan Yakubov »

Oh, its my mistake.
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Re: What is new in LuxCore API v2.0?

Post by neo2068 »

I like the new volume rendering. :D It is very fast and looks awesome.
PathOCL, multiple scattering
smoke_cornell3.png
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