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Welcome to RenderMan 22.0!

Welcome to RenderMan 22. This release introduces improvements to the previous RenderMan in very significant ways.

 

There are many additions: 

 

There have also been important subtractions:

 

Please dive right into the release notes below for more detailed information on the rebirth of your favorite renderer!

New Features in 22.0

New Awesome Sauce



Important Differences

 

New Ri Calls

  • Ri

Deprecated Ri Calls

  • Ri

New Options

Deprecated Options

New Attributes

Deprecated Attributes

  • Ri

Miscellaneous Changes


 

Known Limitations

RenderMan Pro Server

  • 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.
  • Instances are not supported for baking.
  • 3d baking: no direct bake-to-ptex support.
  • PxrBakePointCloud cannot directly render ptex.
  • No RixPTC/pointcloud API (so PxrBakePointCloud cannot read ptc files).
  • 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.
  • Camera visibility changes are not respected during Live Rendering.
  • For PxrUPBP, If the light source is inside a volume, that volume needs to be defined as Volume “box”
  • For PxrUPBP, To get a volume caustic, the object casting the caustic needs to have higher intersectpriority than the volume.
  • For PxrUPBP, Overlapping heterogeneous volumes are not working yet. (However, overlapping homogeneous volumes do work.) This will be resolved in the future.
  • PxrPortal may yield artifacts when generating photons for PxrVCM / PxrUPBP. This will be fixed in a future release.
  • 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 have mesh lights attached to them.
  • 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.