CG Sketchbook , notes and tutorials

Luxrender test : the zen room

I’ve spent quite some time learning Luxrender during this summer.

This is my main test scene for that.

I must say i love Luxrender ,  the ‘core’ technology and philosophy is great and innovative.

I’m sure it will have a great future ,  you might wonder why i’m back to vray then .. Just for practical reasons : i need speed for paid work , baking for game env , and sometimes the ‘bias’ of vray gives a greater degree of  artistic flexibility and freedom (i think of AO .. it’s not just an approximation of GI , it’s a tool to tweak the mood of your scene and create complex dirt shaders )

Click  More if you want to know my experience and humble opinions on this sticky and complex subject :

So why didn’t i try to improve luxrender in the direction i want ?  well, i’m not a coder or a render theory expert , so i can try and mess around with vrscene shading language .. but i can’t get into the real rendering core.

And what about giving feedback to Lux devs? that’s the interesting bit : after a few months thinking about it , i realized that render theory is so complex that hardly an user (even an experienced one)  can give useful pointers to the devs.

The fact is that vray is much more flexible because it interpolates results : simple or complex lighting conditions don’t matter much to the user : the program adapts because it interpolates.

But that’s not much of a feedback … if i can’t be more specific (and really , i can’t ! i tried) this doesn’t help devs very much …

So, yes i’m saying that for open source render engines is difficult to give community support (in terms of users adding and suggesting features)  . Open source modelling tools have a much more defined ‘base’, so it’s easier to improve and discuss further refinement.

But  , there’s a only one reason for that : render theory is a nasty subject , very , very complex .

Luxrender developers (as Yafaray ones) have done an amazing job ! it’s just natural that right now they are still mainly focused on core design and not on workflow details ,  by now it has to be so .. in a few years the power of open source will apply to renderers as now it’s applying to modelling and other aspects.

EDIT : 26/11/2010  I see this page still has some view from time to time .. keep in mind it was written  1 year ago !

Luxrender has had  some quite nice new releases meanwhile , i really must find the time to work with it again.

It’s  very instructive  because of the physical base , plus i need to check how the biased expphotonmap is going , and  gpu acceleration coming .. 🙂

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