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Fixes
Miscellaneous Changes
Known Limitations
Interactive/Live Rendering Limitations
- Bucket size cannot be changed during live rendering
- Changes to Presence do not update when using the opacity cache option
- Motion Blur will disappear during interactive rendering with scene changes
- Objects are not re-diced during interactive camera edits
- Mesh lights cannot be interchanged as geometry without a restart
RenderMan Pro Server
- When baking illumination sample filters and display filters are not currently supported and may lead to a crash.
- PxrUnified integrator is currently experimental as it does not yet support all the standard rendering features.
- Meshlights cannot be instanced.
- Load-on-demand procedurals are not supported anymore, all procedurals are now loaded immediately.
- We do not read point data from OpenVDB files.
- PxrSurface back diffuse color is not output to the albedo color AOV.
- Analytical lights placed inside volumes may yield artifacts when made visible to the camera. As a work around, the light camera visibility should be turned off, and a geometry with a similar shape should be used (visible to camera, invisible to transmission and indirect rays), with the proper emissive BxDF.
- Using the ' . ' character in the handle for an OSL shader could cause unpredictable results during re-rendering.
- Per-Instance baking is not supported, only the reference instance.
- 3d baking: no direct bake-to-ptex support.
- PxrBakePointCloud cannot directly render ptex.
- Sample/Display filter plug-ins do not have access to lighting services for light dependent effects, e.g. lens flare.
- Adding new mesh light on existing geometry during IPR results in double geometry.
- Motion blurred polygons do not motion blur normals when deformed. Use Subdivision meshes instead.
- When attempting to access an array primvar, you must first check the size of the array primvar and allocate the appropriate space. Not doing so may lead to a crash.
Points and curves cannot be used as geometric lights.
Deformation motion blurred volumes don't currently work with densityFloatPrimVar or densityColorPrimVar. You will need to use a PxrPrimVar node connected to densityFloat and densityColor instead.