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Welcome to RenderMan 23. 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!
True Interactive Rendering — Rely on RenderMan like never before with the ability to continuously render while you work. We no longer use the intermediate step of rendering to RIB in interactive sessions. See changes immediately and make decisions sooner while refining your artistic choices. RenderMan has the ability to update while artists model scenes, complete layout, perform look development, and much more. We've removed many of the restrictions that require users restart a render or wait for feedback.
Interactive edits are now possible on displays
Interactivity in heavy scenes
When making rapid edits to heavy scenes and this setting is non-zero, the renderer will try to reduce tearing by updating the whole screen progressively with a dissolve-like effect using a new option we call "decidither" but is exposed as Interactive Refinement in bridge products where possible to allow updates to the technique without changing the artist workflow.
Enhanced adaptive sampling and a new default
Important improvements to how RenderMan performs adaptive sampling have been made.
All of these enhancements will likely mean that you will need to rethink your adaptive sampling defaults if you tweaked them in an older version. Because minor tweaks may be made between the RenderMan 23.0 beta and the release, you may want to revisit your defaults again at that time.
The RDIR option behavior, becomes RMAN_CONFIG_OVERRIDE
The renderer no longer internally converts separate "facevarying float s" and "facevarying float t" primvars into a fused "facevarying float[2] st". As a result, any discontinuities in facevarying s will no longer automatically be propagated to facevarying t and vice versa. If your application still emits separate "facevarying s" and "t", for predictable texturing on subdivision surfaces, it is highly recommended that your application outputs "facevarying float[2] st" instead
More information can be found in the Developer Section of the documentation. These changes may impact your scripts, plugins, pipeline, and more, changes to your workflows in 23 have been kept to a minimum to allow easier migration.
PxrBlackBody now supports Rec709 and ACEScg color spaces
Spherical RiPoints using pointfalloff now have better lighting behavior when it comes to interpenetrating points. The calculation when the ray origin is inside a sphere has been amended to provide a more predictable lighting result
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.
The Centos KDE style "Oxygen" installs a version of Qt and sets the user's environment variable QT_PLUGIN_PATH forcing "it" and LocalQueue to attempt to load an incompatible Qt library. Either avoid installing the Oxygen theme or unset QT_PLUGIN_PATH before running "it" or LocalQueue. Other KDE styles may also install this theme. |