One key change in LuxCoreRender is the new PhotonGI Cache for caching global illumination.ĭescribed as a “V-Ray-like solution”, but based on photon mapping rather than the approach taken in V-Ray’s Light Cache GI engine, it is intended to provide a fast, accurate approximation of brute force GI. New in 2.2: PhotonGI Cache system for faster global illumination The 2.0 release also reduced the number of DCC tools into which the renderer is integrated: whereas LuxRender used to have plugins for a range of apps, LuxCoreRender only supports Blender. It’s a physically based render engine with a range of production features and, as of LuxCoreRender 2.0, supports hybrid C++/OpenCL rendering on CPUs and GPUs. The LuxCoreRender team has released version 2.2 of the open-source physically based renderer, adding a new GI cache system and a Disney BRDF material, and integrating Open Image Denoise.īlendLuxCore, the Blender integration plugin for the renderer, now supports Blender 2.80, and work has begun on supporting all of the materials, lights and camera settings from Blender’s Cycles renderer.Ī hybrid CPU/GPU unbiased render engine, formerly known as LuxRenderįormerly known as LuxRender, LuxCoreRender was rebooted last summer with a change of name, a new project website, forum and online documentation. The update makes the open-source renderer compatible with Blender 2.80. Note that this AOV does not contain caustics rendered via the PhotonGI caustics cache.An image rendered using a pre-release build of LuxCoreRender 2.2 and the BlendLuxCore 2.2 plugin, created by ArchVizBlender. The scene below shows spheres with the following materials: matte translucent (left), glossy translucent (middle), glass (right) and matte (floor/walls).Ĭaustics that were rendered with light tracing in the Path engine can now be accessed in a separate AOV. the reflection brightness separately in compositing, without affecting transmitted light. Before, it was for example only possible to get an “indirect specular” AOV that contained both reflected and transmitted light – now it’s split into two, so you can adjust e.g. New AOVs More Fine-Grained AOVs for Diffuse/Glossy/Specular Reflectionsĭirect/indirect diffuse/glossy/specular AOVs now have variants that only combine the reflected or the transmitted light. The seed for the variation can either be the object ID (which is randomly assigned by default) or the mesh island ID. Texture mappings now have a randomized mode, where rotation, translation and scale can be set to vary between objects. More information Randomized 2D and 3D mapping On textures that require precise alignment, like the bricks below, it might not work at all: The texture should be very uniform, without outstanding details. Note that it works better with some textures and worse with others. When enabled, the image will be tiled in a randomized fashion instead of in a grid, which can help break up repeating patterns. Image textures now have support for Brent Burley’s “Histogram-preserving Blending for Randomized Texture Tiling” ( paper). The holdout option can be used to make the parts of the film covered by the material transparent. inverse gaussian distribution with 6 blades.inverse exponential distribution with 6 blades.In addition, bokehs can now be squashed and stretched anisotropically to simulate anamorphic lenses. Non-Uniform Camera Bokehĭepth of field now has support for non-uniform bokeh distributions, including custom images. In the Blender addon, OptiX is automatically used on compatible RTX GPUs when the CUDA backend is selected. It also has the benefit of building the BVH on the GPU, and using less memory on GPUs (around 40%): The benefit in rendering speed depends on scene complexity (the more triangles in the scene, the bigger the speedup). The CUDA backend now can utilize RTX hardware raytracing through the OptiX library.
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