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Additional Changes
Miscellaneous Changes
- PrmanObjectStatements conversion script will now convert legacy "prmanStatements.attributes.shade.shadingrate" to "prmanStatements.primAttributes.dice.micropolygonlength"
- Added support for "hole" tag via "geometry.holyPolyIndicesholePolyIndices" attr in "subdmesh" locations
- Change default for option trace worldorigin to "camera"
- New Preset Browser nodes are now correctly set as editable
- PrmanPresetBrowser can now directly assign assets to selected scenegraph locations. New asset nodes are now combined into a single, floating group for immediate addition to Katana recipe.
- Preset Browser : Imported assets now have a built-in MaterialAssign which can be set or modified via the enclosing Group's CEL statement
- Data window and display window are now supported for DeepEXR outputs
- The "autocrop" option is now available for raw OpenEXR outputs
- The user:maxtextureresolution and user:texturemipbias attributes are now exposed in PrmanObjectStatements
- Materials can be referenced inside procedurals via their scenegraph location
- Live render edits to the rendererProcedural attribute are now supported
- Support relativeScopedCoordinateSystems entries that don't start with '/' (the format produced by PxrUsdIn)
Fixes
- Adding locations that are children of /root during live render now works
- Fixed bugs in legacy attribute conversion op which could lead to incorrect values
- Preset browser import no longer fails on bad parameter data. Instead a warning will be printed and the parameter will be ignored
- RfK will now correctly terminate the render on error locations
- Muting the parent of a light filter now correctly mutes all light filter references
- Single-element instance array primvars are now handled correctly
- Fix crash in Viewer and Hydra Viewer when muting a light with a light filter reference that has "Lock Size to Cone Angle" enabled
- RfK will now correctly terminate the render on error locations
- Adding and removing portal lights from a dome during a live render is now correctly handled
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