104.1
Common
Added
Added ‘Visible in Primary Ray” setting to Distant Light
Implemented the camera projection type ‘fisheyeKannalaBrandtK3’ model
The default cyan placeholder color is now user configurable. Added a ‘Placeholder Texture Color’ under Preferences/Rendering/Texture Streaming
Improved
Can now render many thousands of lights for a minimal GPU memory cost compared to previous releases.
Faster update for large number of meshes
Added indication of which GPUs are active to the viewport GPU HUD info
Changed texture streaming behavior so that now if a mip size is larger than Texture Streaming “Budget Per Request” it will not prevent the mip from being loaded
Fixed
Fixed ‘Geometry corruption in time-sampled subdivision surfaces when animated’
Fixed performance regression for animated Dome Light with materials
Fixed various crashes and instability issues
Fixed GPU normals generation to not smooth across edges that were intended to be sharp or vice-versa
Fixed ‘Viewport corruption, “Out of resource descriptors” error after leaving an app running for a few hours’
Fixed ‘Instance prims have no outlines when they are selected’
Fixed ‘Varying displayColor primvar is missing, gets discarded and won’t update during playback’
Known issues
Loading more than around 5m becomes unstable
16k square, 16 bit RGB textures cannot be loaded
RTX - Real-Time
Improved
Handle thousands of lights efficiently (saves around 50% of previous memory usage with 8k+ lights)
Improved rendering of colored metals for OmniSurface in real-time, now a closer match to Path Tracing
Track self occlusion at the mesh instance level for SDG
Fixed
Various fixes for ‘Material Distilling (Experimental)’, which can be enabled in Preferences/Rendering/MDL
Fixed ‘Simple Fog looks incorrect if New Denoiser + Sampled Direct Lighting is enabled’
Fixed ‘If XR Compositing or Matte Object is enabled, background clips translucent materials’
Fixed ‘Fisheye Spherical Projection Type has camera visible on the sides, or appears black’
Fixed ‘When exporting .exr images the tone-mapper is internally flipped to linear scale’
Known issues
Glitch can occur causing smearing, sometimes red or blue or yellow-colored. Work-around is to toggle some render settings once, for example changing ‘NVIDIA DLSS Super Resolution’ to DLAA and back to DLSS, under Render Settings/Real-Time.
RTX – Interactive (Path Tracing)
Added
Added ‘Automatic Load Balancing’ to MGPU render settings, true by default
Added AOV setting to output ‘32-bit depth AOV’
Improved
Improved the Adaptive Sampling global error computation.
Fixed
Fixed ‘At low sample count, matte objects render black, until more samples have accumulated
Fixed ‘Matte object: global volumetrics (fog) does not work with matte object’
Fixed ‘excluding objects using a Dome light breaks light linking’
Post Processing
Improved
Alpha is now calculated for every pixel with zero alpha based on luminance
Fixed
Fixed ‘FFT Bloom: Physical/Non-Physical combo box selection VS shown settings is inverted’, now a bool again