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  • The maximum number of ray bounces is now set to the same as the CPU production value.

  • Much better support for transparent materials:

    • The attenuation color and behavior now matches the CPU engine result.

    • The transparent materials now produce caustics.

    • The transparent materials now do not produce incorrect white fireflies.

  • Improvements in memory management.

Fixes

  • Wrong textures could be accessed on materials in different circumstances. 

  • Several fixes in dielectric (transparent) materials.

  • Bad interactions between emitters and clipmaps who could make light rays turn black (with all emitters) or generate extremely intense fireflies (IES).

  • The bump map and the normal map were being affected by geometry’s transformations in some situations.

  • Some scenes with hidden emitters rendered to black in FIRE GPU and could eventually crash. In general, this affected the scenes with hidden objects.

  • The GPU engine rendered black if no channels were selected (including the Render channel). This has been forced to behave as in the CPU engine and render the Render channel anyway.

  • The MXI file was saved twice after the render ended.

  • The time between SL updates eventually became extremely short.

  • The scenes with procedural geometry (grass, sea, etc.) did not render, even if they were hidden. 

  • The command line option “-removegpus” didn’t work as intended.

  • No tiling texture option still produced tiling in the negative direction of the UV axis.

  • Non-coherent shading on 2 BSDFs on the same additive layer.

  • Maxwell crashed if Fire GPU was active when we apply a material with a coating.

  • A spotlight rendered with GPU could show a black hexagon in the light direction.

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