LuxCoreRenderer for Rhino?

Hello , can LuxCoreRenderer replace Cycles in Rhino? it is better so far and free.

All the code included in LuxCore repository has been released under a new license: Apache Licence v2.0. It is a very liberal license allowing the use of the code inside commercial products too. Original LuxRender v1.x code was released under GPL license.

It could (but it won’t replace). Note though that it is quite slow, even though it has potentially great results.

Several weeks ago I started tinkering with integrating it as a week-end project.

As part of that project I started converting the example scenes from Example Scenes – LuxCoreRender to Rhino 7 for comparison.

Here is Danish Mood with mostly Rhino materials and undenoised.

Interesting, it is very useful with caustics and like Maxwell and similar render engines it is slow but the quality is excellent.
Nice render by the way

The caustics for me is the reason to pick this up. I don’t know yet what the extent of the integration is going to be, maybe even just production render (_Render), at least to get started with. Nor do I know when there will be anything usable (:

edit: side fact, LuxCoreRenderer is based on the renderer from pbr-book.org, written using literate programming approach. Liked that paradigm so much I’ve done a small Visual Studio Code extension that lets you do that. (See one of the scripts I did with this). And yes, LuxCoreRenderer plug-in is being written with it.

Great, i hope see it soon in Rhino

Also the lights-groups. You can adjust the light during and after the render is done.

Sounds cool.

Baby steps, though.

I’ve been working on a project that needs advanced rendering, and my current tools are Rhino, Keyshot, and Maxwell. Keyshot is fast and interactive, but it is at best, an approximation of realistic light through prisms or caustics—only Maxwell and bella can do that, but at maximum settings they are CPU-based and the render times get out of hand (Maxwell could be weeks).

I’ve checked out LuxCoreRender and am impressed by its *.ies support and physically accurate, unbiased rendering. I see other software like 3D Studio, Blender, Maya, and Modo have plugins for it.

Does anyone know if there’s a chance for a LuxCoreRender plugin for Rhino? This would allow true physical, unbiased GPU rendering right from Rhino, which would be a game-changer. I would love to hear your thoughts or updates from the team!

It’s up to the LuxCoreRender people to make a plugin for it. Oh it’s an open-source thing, that’s not gonna happen. It’s just like Cycles anyway, they both use Nvidia Optix.

No. Not really. When it comes to rendering light passing through a lens, they are not even on the same strata. Cycles in Blender, maybe. But Cycles in Rhino cannot render light realistically, caustics, and physically accurate are not its attributes. Even KeyShot does a better job at that.

As for who should develop it… I just wish Rhino would come out of the gate with the best rendering capabilities out there. Cycles in Rhino… for basic stuff for visualizing a, without much rigor or complications is ok. But I wish there was the option to use LuxCoreRender for those of us looking for physically accurate, unbiased renders of glass, translucency, light… It will also be a game changer if was either a plugging or right inside Rhino 9.

For the Rhino team would mean no need to develop a new render engine, just the interface and the translation from Rhino scene to LuxCoreRender scene. I know, easier said than done… Still it might sway new users into Rhino if it comes packed with such a render…

I don’t presume to second guess you knowledge of bella, but I have often found myself getting direct assistance from Jeremy to drastically improve render times.

Caustics wise, only the Atlas solver is fully functional for “sharp” caustics. So I guess thats your snag.

However, I thought Octane had a full GPU solver with caustics (if you want to subscribe your life away).

Alternatively, one of the bella users has made a great guide to do cloud-based rendering from command line. I’m sure he’s had it running on scalable AMD EPYCs and such. Maybe he can help, if you can put some time into doing it.

It’s the job of the rendering engine people to develop the plugins, McNeel learned this lesson the hard way 10,20 years ago.

This is a niche of niche market, nothing they do is going to change any games.

Caustics wise, only the Atlas solver is fully functional for “sharp” caustics. So I guess thats your snag.

Exactly, on Bella when using caustics, you are down to snail pace.

However, I thought Octane had a full GPU solver with caustics (if you want to subscribe your life away).

I run away from them (Keyshot lost me after V.10, the second they went subscription-based).

Alternatively, one of the bella users has made a great guide to do cloud-based rendering from command line. I’m sure he’s had it running on scalable AMD EPYCs and such. Maybe he can help, if you can put some time into doing it.

I prefer Bella’s camera and render quality over Maxwell’s, but this sounds complicated and time-consuming for me.

As far as I can see… these folks at LuxCoreRender have not done anything on it since 2018. So not holding my breath there.

The reason I asked is that Nathan ‘jesterKing’ Letwory from McNeel, began working on integrating this into Rhino back in 2021. I was just wondering if there’s anything currently being developed, or maybe even just a script available.

I wouldn’t say that caustics in Bella renderer take significantly long to calculate! I recently tried to compare caustics rendering for the same scene using v-ray 7.1 (Ryzen 9 5950X + 5070 Ti) and Bella renderer (CPU only so far) and the caustics were calculated faster and better using Bella renderer. As far as I know, caustics calculation in Keyshot is not very physically accurate and even with my graphics card it was not fast at all.

Currently not actively pursuing it due to lack of time.

Thank you for the update, Nathan. We appreciate that. Please share this with your peers at the next meeting, as there’s interest. Thanks.