Call for Ideas - New LuxCoreRender Features post-v2.10

Discussion related to the LuxCore functionality, implementations and API.
CodeHD
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Call for Ideas - New LuxCoreRender Features post-v2.10

Post by CodeHD »

Hi everyone,

currently, work is on a good path towards version 2.10, which focuses on updating the dependencies, modernising the build system for the C++ source code, and restoring compatibility with Blender 4.2+. This skips some version numbers after the last stable release v2.6, because there have been intermediate beta-releases for other Blender versions (3.0-3.5, 3.6, 4.0, 4.1) carrying those numbers.

Anyways, once this work is completed, we can look at implementing new features, or improve existing features and performance. It has been suggested to once again do a poll to prioritise based on what users need. Before acutally starting a poll, I want to collect a list of ideas.

Please share your ideas here or on our Discord server. I will append any new suggestion in this post:

New or Updated Rendering Features Optimization and Performance Backend Maintenance
  • Replace luxcoreui with an equivalent python implementation, publish on PyPI
  • Stable ABI (Application Binary Interface) for the wheels
  • Replace further Boost dependencies with C++20 standard library
  • Investigate replacing OpenCL with Vulkan, Metal, ...
Howetuft
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Re: Call for Ideas - New LuxCoreRender Features post-v2.10

Post by Howetuft »

- pyluxcoreui - an equivalent of luxcoreui, but written in Python and deployable with pip
- activation of GPU acceleration for OIDN
- stable ABI for wheels (would probably require nanobind)
- reduction of Boost use (and size reduction), replacement with C++20 STL equivalents
- Autodesk StandardSurface shader
- BlendLuxCore referenced on Blender Extensions website
CodeHD
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Re: Call for Ideas - New LuxCoreRender Features post-v2.10

Post by CodeHD »

Thanks for the input.
I think the last item (reference on extensions website) doesn't need to be included in a poll, we should already check about that when v2.10 stable is released. ;)
epilectrolytics
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Re: Call for Ideas - New LuxCoreRender Features post-v2.10

Post by epilectrolytics »

- There is a BakeCPU engine (including lightmaps) that Dade finalized in LuxCore but it was never exposed in Blender. See also here.

- Path Guiding. It is currently developed by Intel and available in Cycles on CPU only. It was voted #4 in the last poll. The Intel version does online learning which slows down the render initially. In LuxCore there is already an indirect light cache solution which could be extended with directional information and should be faster especially when the cache building on CPU and the rendering on GPU works in parrallel.

- parrallax occlusion/bump mapping.
CodeHD
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Re: Call for Ideas - New LuxCoreRender Features post-v2.10

Post by CodeHD »

thanks, included!
Howetuft
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Re: Call for Ideas - New LuxCoreRender Features post-v2.10

Post by Howetuft »

Replace Embree3 by Embree4
Precompiled CUDA kernels (like in Blender)

(and a remark: concerning Python wheels, the exact goal is Stable ABI, not just ABI)
CodeHD
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Re: Call for Ideas - New LuxCoreRender Features post-v2.10

Post by CodeHD »

A little comment: While I'm happily collecting all ideas in the bullet list at the moment, I would later group things such as Embree4 under more generic terms like "Improve efficiency of existing engines". This is both to keep the list reasonably short and concise, and IMHO the poll should be focused on user-experience and completely new features. Some items or details that are only relevant to developers don't need to be included, I think.
As a counterexample, "precomiled CUDA kernels" I would leave as a separate item because this aspect is individually experienced by any user, especially new users at first try.
epilectrolytics
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Re: Call for Ideas - New LuxCoreRender Features post-v2.10

Post by epilectrolytics »

- faster rough glass shader. When adding roughness to current LuxCore glass, it renders slower and the result is darker unlike cycles glass. Could eventually be combined with Disney 2015 shader which contains refraction and is already on the list.
CodeHD
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Re: Call for Ideas - New LuxCoreRender Features post-v2.10

Post by CodeHD »

Comment on rough glass: This is overlapping with the point about new Microfacet BSDF. In fact, microfacet models might be applicable to multiple materials, or specific to some situation, based on the model. This will require further research into which model is to be implemented.
epilectrolytics
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Re: Call for Ideas - New LuxCoreRender Features post-v2.10

Post by epilectrolytics »

Good to know it will be accounted for, thanks!
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