This release introduces improvements to the previous RenderMan in very significant ways.
Please dive right into the release notes below for more detailed information on the latest version of your favorite renderer!
Checkpointing can now take a sequence of intervals that it steps through with each checkpoint, this allows output at different specified timings. Please see the documentation link
A new section, 'channelrenamings' has been added to the denoiser configuration file. This allows the Denoiser to internally rename channels before processing, providing greater flexibility on the input images it can handle
Added new option to disable per-instance geometric light attributes for compatibility reasons: Option "future" "int enableGeometricLightInstanceAttributes" [1] (default)
OSL shaders in RenderMan can utilize substitution of <udim>, <u>, <v>, <U>, <V> and <primstr:varname> token substitutions in filenames for texture() and gettextureinfo() shadeops
Add a new backwards-compatible adaptivemetric hider option for adaptive sampling in RenderMan 23: "variance-v22". This switches back to the old relative variance calculation from RenderMan 22
Fixed various bugs relating to the checkpointing and restoration of Cryptomattes
Fixed a problem where dielectrics with intersection priority and interior volumes may have produced darker shadows than expected
Fixed a bug that affected cross-frame denoising of AOVs
We now correctly combine the two shadow exclusion subsets defined by Attribute "trace" "string shadowexcludesubset" and the "string shadowExcludeSubset" parameter on Light shaders that support this functionality
The dPdtime AOV no longer contains camera motion. Users should use the dPcameradtime AOV to output a motion AOV with camera motion
Checkpoint commands can now take a new %E token which will expand into the elapsed time in a human-readable h:mm:ss form. This is convenient for logging with echo
Checkpointing with a sequence of intervals will now resume the sequence from where it left off after recovery. Recoveries from checkpoints by prior RenderMan versions will still
restart the sequence from the beginning
Support live render edits of screen window as an option or camera property
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.