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Rendering with adaptive sampling after a breakpoint and resume took up to 20x longer than when uninterrupted; this was due to missing data in the checkpointing output file and has been fixed.
Fixed a bug in OSL trace() that could happen when hitting multiple objects within a batch of rays.
Fixed a bug that could return garbage derivatives on failed texture lookups from OSL.
- Fixed a bug that could result in bad texture derivatives at UDIM boundaries.
Fixed offscreen decimation of dicing rate incorrect behavior with a custom ScreenWindow
Fixed out-of-bounds vector access when a OSL spline is provided with only a single control point.
- Fixed incorrect default for the number of textures in PxrTileManifold and PxrRandomTextureManifold.
Fixed rare holes in alpha channel due to missing ray hits on subdivision surfaces with intricate detail. (The holes were visible when looking at the alpha channel with gamma=0.)
Fixed a bug where derivatives where uninitialized when fetching uniform attributes and options with OSL getattribute().
- PxrSwitch artifact when connecting a pattern to the index parameter.
Fixed cases where texture3d() could lead to uninitialized values in derivatives.
Fixed a bug where AreaScale of mesh lights was not properly updated during interactive updates.
- Fix Added fix for shadow bump terminator index error in PxrDiffuse and PxrDisney
- Fix Added fix for uninitialized direction in sampleMarschnerGLINTS()
Optimized a pathological case for nested instancing on scene ingestion that can dramatically reduce render startup in certain cases.
Fixed a bug that could cause intermittent crashes in non-deforming curves.
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Added improvements to light selection learning
Improve Improved the behavior of denoised Marschner by changing how the albedo is calculated
- Improve Improved the degree of noise in scenes with spotlights or ies profiles
- LocalQueue log improvements
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