Lux Render - Features

Features

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 the RGB colour spectrum, 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 curve are for black&white films too).
  • Volumetric rendering using Homogeneous volumes by defining an interior, and exterior volume.
  • Subsurface Scattering

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