LuxCoreRender 2.5 Features included in the LuxCoreRender 2.5 update include: • Nvidia OptiX • Non Uniform Camera Bokeh • new Materials: Holdout and double sided • new textures: wireframe and distort • randomized tiling • new AOVs • 180° and 360° Stereo Cameras • improvements for the blender plugin
LuxCoreRender 2.4 Features included in the LuxCoreRender 2.4 update include: • Support for using more than 64 logical processors in Windows. • Support for
CUDA rendering on NVIDIA graphics cards, with out-of-core capability. • The ability to create materials with
thin-film interference.
LuxCoreRender 2.0–2.3 Features included in the LuxCoreRender 2.0+ project reboot (current version) include: • Microkernel pure-OpenCL "Path" render engine, supporting any number of GPUs and OpenCL-enabled CPUs concurrently. • Interactive viewport rendering, including real-time material and object manipulation. • Material node support. • Light groups, allowing the user to change the intensity and color of lamps during the rendering process. • A " Direct Light Sampling Cache" to accelerate scenes with many light sources. • A "Photon Global Illumination" cache to accelerate complex scenes, including support for caustic photon cache and vertex merging. • Support for Open Intel Image Denoiser (OIDN). • Blender Cycles scene conversion, including (limited) support for automatic interpretation of Cycles materials and textures. • Advanced material properties, including glass dispersion (using
Cauchy's transmission equation), rough glass (for creating frosted glass or ice), metal, car paint (using multiple reflective coatings), and velvet (to represent fuzzy surfaces). • Support for physically based light units like lumen and candela, as well as traditional gain and exposure controls. • An experimental Stochastic Progressive Photon Mapping integrator (SPPM). • GPU-accelerated "Hybrid Bidirectional" path tracing using the GPU for ray-intersection calculations. • Support for multiple GPUs. • New and updated materials, including metal, car paint, glossy coating, and layered materials.
LuxRender 0.8 The main features of LuxRender as of version 0.8 include: •
Biased and
unbiased rendering: Users can choose between physical accuracy (unbiased) and speed (biased). • Full
spectral rendering: Instead of discrete RGB colour bands, full spectra are used for internal calculations. • Hierarchical
procedural and image based
texture system: Procedural and image based textures can be mixed in various ways, making it possible to create complex materials. •
Displacement mapping and subdivision: Based on procedural or image textures, object surfaces can be transformed. • Network and co-operative rendering: Rendering time can be reduced by combining the processing power of multiple computers.
IPv6 is also supported. • Perspective (including
shift lens), orthographic and environment cameras. •
HDR output: Render output can be saved in various file formats, including .png, .tga and .exr. •
Instances: Instancing significantly saves system resources, in particular memory consumption by reusing mesh data in duplicated objects. • Built in post-processing: While rendering, you can add post processed effects like bloom, glare, chromatic aberration and vignetting. • Motion blur, depth of field and lens effects: True motion blur, both for the camera and individual objects, and physically accurate Lens Effects, including Depth Of Field. • Light groups: By using light groups, one can output various light situations from a single rendering, or make adjustments to the balance between light sources in real time. •
Tone mapping • Image denoising • Fleximage (virtual film): Allows you to pause and continue renders. The current state of the render can be written to a file, so that any system can continue the render at a later moment. •
GPU acceleration for
path tracing when sampling one light at a time. • Film response curves to emulate traditional cameras color response (some curves are for black&white films too). •
Volumetric rendering using Homogeneous volumes by defining an interior, and exterior volume. •
Subsurface Scattering == References ==