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Fixed bugs batched trace() with multiple shader groups in the hits.
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 uninitalized when fetching uniform attributes and options with OSL getattribute().
- PxrSwitch artefact 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 for shadow bump terminator index error in PxrDiffuse and PxrDisney
- 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.
Miscellaneous Changes
improvements to light selection learning
improve the behavior of denoised Marschner by changing how the albedo is calculated
- improve the degree of noise in scenes with spotlights or ies profiles
- LocalQueue log improvements
Known Limitations
Interactive/Live Rendering Limitations
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