It is time to start to think to the features to include in v2.1. I'm opining this thread to collect requests and idea. We will than make a poll to decide priorities. Any proposal is good (not just big huge features but also small and/or quality-of-life features are welcome).
The first new feature of v2.1 is already under development and is: Bayesian Collaborative Denoiser for Monte-Carlo Rendering (BCD for friends).
The other candidates for LuxCore are (partially from GitHub requests):
- Light cache Part I: to accelerate direct light sampling in scenes with many light sources
- Light cache Part II: to accelerate indirect light sampling
- BiDir on GPUs ... no, it is not going to happen but it will possible to still waste a poll vote on this
- Walt Disney Principled Shader material
- Add .cube file format support in camera response plugin
- Artist friendly SSS (but you will have to explain me what does it exactly means)
- Support for a native hair primitive to accelerate hair/fur rendering
- Support for multiple UV sets for each mesh vertex
- Support for LuxCoreUI persistent settings
- Add shape support to IES light sources
- A web site where to upload/download material definitions to build a public library of LuxCore materials
Updated list:
- Light cache Part I: to accelerate direct light sampling in scenes with many light sources
- Light cache Part II: to accelerate indirect light sampling
- BiDir on GPUs ... no, it is not going to happen but it will possible to still waste a poll vote on this
- Walt Disney Principled Shader material
- Add .cube file format support in camera response plugin
- Artist friendly SSS (but you will have to explain me what does it exactly means)
- Support for a native hair primitive to accelerate hair/fur rendering
- Support for multiple UV sets for each mesh vertex
- Support for LuxCoreUI persistent settings
- Add shape support to IES light sources
- A web site where to upload/download material definitions to build a public library of LuxCore materials
- Native hair primitive
- Displacement (micro, vector, volume)
- New Glossy material with multiple scattering GGX, Irridescent microfacets, etc.
- White balance corrector in imagepippeline
- Aperture diffraction
- More convenience textures for color manipulation: brightness, contrast, blend modi. (lighten/darken/soft light/etc.)
- Terminator Artifact Treatment
- Spherical, Cylindrical, Cube and Triplanar mapping, with a button to be computed in local space (no changes when the object moves) and world space
- Bevel edges by shader, with a threshold to ignore edges in a certain angle
- Inline documentation of the interfaces used throughout the code
- Disney principled material
- Camera bokeh shape
- Ability to modulate texture's input coordinate by another texture
- Material backfacing (from the cycles' geometry node), useful as a factor to assign different properties to a face in relation to normals.
- Texture ColorRamp for example to create variations based on the BW shades or simply to tweak tones
- Texture Separate/Combine RGB, useful to bring multiple non-color textures in one file (R,G,B channels) for example
- Light paths features could be also useful in many cases
- Texture wavelenght to color
- Wireframe node
- Deformation motion blur
- Normals auto-smooth
- Architectural glass roughness
- Use a random material for each object in a group (to create a floor with different wood tiles, etc.)
- Integrate "tabulated data" in volume description
- A material that allows us to define the reflectivity and transmission in three types (specular/glossy/matte) per incidence angle and per wavelength
- Integrate some new physics based model like "Henyey-Greenstein" for more exact volume description
- Unbiased Photon Gathering for Light Transport Simulation and anditional photon mapping related techniques