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