LuxCoreRender Release Notes v2.2

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LuxCore

New Features

Alpha0 released

  • Added a new way to blend brute force path tracing and cache in PhotonGI. Cache is now used more often on glossy surfaces
  • Introduced a new PhotonGI debug mode to show the mix between brute force and cached paths
  • Added the support for automatic PhotonGI indirect cache best radius estimation
  • Added the support for automatic PhotonGI indirect cache size by using convergence error estimation
  • Front and back material transparency (aka light invisible object)
  • Added PhotonGI support for volumes cache entries
  • LXS parser now supports instance definitions
  • Added the support for new "directx2opengl_normalmap" image map channel selection
  • Added new textures: Power, Less Than, Greater Than, Dot Product, Position, Shading Normal

Alpha1 released

  • Saving/resuming the rendering now includes all PhotonGI cache information and entries
  • Added the support for new shape "group"
  • Added the support for nested groups to LXS parser
  • Added the support for persistent PhotonGI cache on file
  • Added the support for using persistent PhotonGI cache across multiple frames for fly-through animations
  • DLSC now automatically estimated the best radius if lightstrategy.entry.radius is set to 0.0
  • New improved Random/Sobol sampler adaptive code
  • LXS parser now supports halttime and haltspp film halt conditions
  • LXS parser now supports volumes
  • Shadow catcher is now easier to use with multiple light sources of any type

Beta1 released

Fixed Bugs

  • Fixed rendering resume feature

Alpha0 released

  • Fixed a problem with infinite lights and BiDir or PhotonGI
  • Fixed a bug when using radiance groups with variance clamping and OpenCL
  • Fixed camera invisible objects usage with volumes
  • Fixed TASK_EMIT of LightStrategyPower
  • Fixed a crash when using RTPATHOCL and editing area lights (issue #173)
  • Fixed a bug when using radiance groups with variance clamping and OpenCL

Alpha1 released

  • Fixed a crash when using negative material emission values (issue #177)
  • Fixed LXS parsing in pyluxcoretools
  • Fixed a problem when mixing transparent and solid materials with Mix (issue #183)
  • Fix a bug when using glossy coating with any specular material
  • Fixed LXS parsing of point light source position
  • Fixed object ID not being saved by FILESAVER engine
  • Fixed a major bug in carpaint material (issue #186)
  • Fixed spelling mistake in cloth material "wool gabardine" preset
  • Fixed Scene::RemoveUnusedMeshes()
  • Fixed a bug in Mix material when working with specular materials (issue #187)
  • Fixed an overflow problem when using an heterogenous volume on very large segments
  • Sun relative size has now a lower bound of 1.0 to avoid numerical precision problems
  • Fixed a problem with Scene::ToProperties() after editing a scene
  • Fixed a self-shadow problem with area light sources

Beta1 released

Known Problems

Blender Addon (BlendLuxCore)

New features

  • Support for new PhotonGI cache
  • Support for Intel OIDN denoiser
  • OIDN denoises the viewport once it pauses (enabled by default, pause after 10 seconds by default)

Alpha0 released

  • Show number of users in material UI
  • Add support for normal map orientation setting (opengl or directx)
  • Add a new front/back opacity node (material category) to control opacity on both sides of a face separately
  • Hitpoint Info node that offers position and shading normal vectors
  • Dot Product node
  • New math operations:
    • Power
    • Greater Than
    • Less Than

Alpha1 released

  • Add a Vector Math node
  • User can now set a custom object ID
  • User can now choose a custom viewport color for materials (used in the OpenGL viewport, optional)
  • make volume socket export of material output more generic. This means users can now directly plug volumes into the interior/exterior volume sockets, without the need for a pointer node.
  • expose volume nodes in material node tree add menu
  • add new "colored glass" node preset with inlined volume for simple glasses with volumetric absorption
  • add a filter to the pointer node selection menu (so the user can list only materials, only volumes etc.)
  • Expose uvmapping3d (available in the 3D mapping node, can be used to map procedural 3D textures with a UV mapping)
  • add a debug option to print config and scene properties (in hidden debug menu, search for "Toggle LuxCore Debug Options" in Blender's operator search)
  • expose storage property of background image to allow higher precision if necessary
  • show button to select problematic object in error log
  • implement a workaround to have "delete and reconnect" functionality in the node editor
  • add support for improved adaptive sampling, as well as the new NOISE AOV
  • add support for automatic radius estimation of DLSC
  • add shadow catcher option to only consider shadows from infinite lights (sky, HDRI, flat background color)

Beta1 released

  • new texture nodes: split RGB/combine RGB
  • exposed new visibility map cache ("automatic portals")
  • disable most imagepipeline plugins in viewport when viewport denoising is enabled, to avoid artifacts
  • new material: Disney (aka principled shader)
  • New math textures:
    • Rounding
    • Modulo (fmod)
  • add support for tiled OIDN denoising to reduce RAM usage

Fixed Bugs

  • Fix Tool panel in blender reporting eye paths and light paths wrong
  • Fix Point light size draw function using location without constraints
  • Show noise halt threshold settings for Bidir engine
  • Fix some bugs in group instance visiblity
  • Fix missing srgb/linear conversion in HSV input of constant color node
  • Fix volume priority not being exported
  • Fix bug: pointiness was not working if the last material slot did not contain a pointiness node
  • Improve viewport startup in complex scenes by ignoring materials touched by the export process when evaluating future updates
  • Fix viewport denoiser not working without a camera
  • Fix auto-updater not copying permission bits (this was a problem only for the OIDN standalone binary, which was not executable for this reason)

Alpha0 released

  • Fix bug: area light was not removed during viewport render when its layer was made invisible
  • BlendLuxCore AOV settings no longer affect Cycles/BI pass settings

Alpha1 released

  • fix albedo and avg. shading normal AOVs being used in final render when OIDN was only enabled for viewport
  • fix area light not being deleted when its type was switched to laser

Beta1 released

  • fix some bugs in the node editor

Known problems