
Render times have been around 15 mins per frame more or less, could be sped up if I'd have more GPU memory. Some technicalities: ripped models and textures from Splatoon 3, imported into Blender and shaders/materials recreated from the game assets (over 200 different ones), this time rendered with LuxCoreRender for Blender. Flounder Heights at 8am LuxCore, free, open-source renderer for Blender.Might want to use something like this for these type of renders: ĭunno if it works but think it will be closer than cycles. If I find the time to use it for this scene, I'll come back and post a result for you.Īpparently Blender doesn't see light as waves It's been on my radar for a while, but I haven't had time to try it. Someone else suggested running the scene with LuxCore. I agree that Blender is probably limited here. If you're willing to go closed source then the standard used to be Maxwell Render, but I don't know if that's changed in the last couple of years. My go-to for a pbrt-type renderer Lux which ticks all the same boxes. They can help you see what people think about LuxCoreRender and what they use it for.Īppleseed – open-source, physically-based global illumination rendering engine We have already seen how the development of nice new rendering features in Blender was impacted during the times Brecht wasn’t at the BF, but Cycles at least does have some development security right now.We have tracked the following product recommendations or mentions on various public social media platforms and blogs.
LUXCORERENDER CAUSTICS CODE
They can take donations now, but I’m not sure if the funding is enough to ensure Dade remains the lead developer (at least long enough for others to get onboard with working on the source code as opposed to plugins). This is compounded by the fact the project was fortunate enough to have survived the departure of the lead dev.

I guess right now, the biggest concern regarding Luxcore is that much of the development right now is a one-man show. That said, they’re not making a legacy engine such as what Mental Ray was, they use pathtracing to try to avoid big pitfalls like light leaks for instance. They claim that the scenes tested so far needed less than a minute of pre-processing to make an image capable of looking clean, but I haven’t yet seen users scale it up to film-quality scenes with millions of polygons, microdisplacement, and incredibly complex shading. You get clean renders far faster that way, but the trade-off is pre-processing time and having to deal with resolution settings. The latest builds of Luxcore are ultra-fast because it now makes heavy use of old-school caching and photon-mapping technology with a few modern twists. That’s all IMHO, and is just what i recommend, not an authority about it. Animation, production work (movies), art, abstract art, game assets: Cycles, and in most cases vray.Architectural work: Lux, octane, maxwell, etc.IF you are to use one or another, you need to chose according to what do you want: path tracers are not designed to work with caustics in an unbiased way, so they took quite some time to produce somewhat ugly results.) (and caustics are also quite slow on this, since is a path tracer. That’s why is not that suitable for architectural work (requires quite the tweaking, compared with lux) and results are sub par when compared with more specialized engines. That also means there’s some (albeit quite little/subtle) bias to how lighting work on scenes. This means is tested and adjusted to animations and production work. (talking about free/open source software).Ĭycles is a production based path tracing render engine.

That’s why for architectural work, caustics, and still photography usage, is king. Is raytracing in the most pure state, using several types of raytracing methods to cover every situation possible. The problem is that luxcorerender is not production based engine, so there’s no provisions for animation and/or temporal accuracy (e.g. Luxcorerender is a render engine based on many ideas that work on several types of scenarios.
