Omniverse RTX Renderer - Release Notes - Kit 105.0
Added ‘Approximate Image-Based Lighting’ mode to ‘Common/Lighting Dome Light Settings’, which provides fast and artefacts-free sampling in real-time mode but only works well with a low-frequency texture, for example a sky with no sun disc where the sun is instead a separate Distant Light. Requires denoising which can be enabled in Real-Time/Direct Lighting/New Denoiser.
Added ‘Opacity Micro-Map’ to ‘Preferences/Rendering’, which can improve performance for rendering transparent or translucent materials, for example foliage or decals. This feature requires an Ada Lovelace architecture GPU.
Increased instance count limit from 8 to 16 million.
Section Tool performance has been improved by ~2x.
EXR can now load images that don’t have channels named “RGBA”, as well as layers (e.g. “rgba.R”, “diffuse.r”, “position.X” etc).
Improved texture streaming prioritization.
Fixed “Display purpose is not honored”.
Fixed “BasisCurve Type = Linear with Wrap = Pinned causes curves to disappear”.
Fixed various crashes and stability issues.
RTX - Real-Time
Changed default value of ‘Ambient Lighting Intensity’ to 0, and enabled ‘Indirect Diffuse GI’.
Added ‘Motion Vector Correction (experimental)’ to Real-Time/Translucency render settings, which can improve temporal rendering such as denoising for translucent materials, at the cost of performance.
Added ‘Roughness Sampling (experimental)’ to Real-Time/Translucency render settings, which allows for rendering rough translucent materials such as frosted glass, at the cost of performance.
‘New Denoiser (experimental)’ denoising has been vastly improved.
Improved hair anti-aliasing.
Ambient lighting now contributes to subsurface scattering.
Various improvements to ‘Mesh-Light Sampling’ fidelity.
Fixed “Rendering glitch causes red or green or yellow smearing”.
Fixed “glTF material renders as all black”.
Various ‘Material Distilling’ bug fixes, and support for hair. Distilling can be enabled in Preferences/Rendering/MDL.
Fixed “Dome Light not visible to Primary Rays is still seen through transparency”.
Fixed “Hair rendering is noisy, thin, with camera’s fisheyePolynomial cameraProjectionType”.
Fixed “Depth of Field looks incorrect with Depth Correction for DoF enabled”.
Fixed “Crash when setting resolution to very low values, with ‘DLSS Frame Generation’ enabled”.
Fixed “RTX RT does not respect the ‘holdout object’ option”.
New Denoiser (experimental): Pronounced noise behind translucent materials may appear magnified by refraction while New Denoiser is enabled.
New Denoiser (experimental): Points in motion are very blurry while New Denoiser is enabled.
Textures are not supported in Rect Lights unless Sampled Direct Lighting is enabled (although is supported if Projector Light Type = true).
RTX – Interactive (Path Tracing)
Added ‘Fast Refraction Shadow’ mesh geometry flag. This enables efficient rendering of plausible shadows from meshes rendered with translucent materials without the need to compute complex refraction, for example for tinted glass.
Added support for “OmniDirectional Stereo Projection” to camera Fisheye Lens’ Projection Type.
Fixed “At resolution of 8000 x 8000, stripes appear”.
Fixed “White edge outline appears on matte objects”.
Fixed “With Adaptive Sampling enabled, progress time keeps increasing even if no more samples are being accumulated”.
Fixed refresh issues with ‘Section Tool’.
UI responsiveness can lag when rendering complex volumes.