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New Clarisse iFX 3.5 RC2!

News related to Clarisse iFX Daedalus (maintenance release)
Daedalus is the codename of Clarisse 3.5

New Clarisse iFX 3.5 RC2!

Unread postby release_team » Mon Jun 12, 2017 12:11 pm

Dear Clarisse users,

We're very pleased to release Clarisse iFX 3.5 RC2!
As usual, you can download this release from your “Download Area”.
This build requires a maintenance license. Maintenance builds can't run in PLE.

3.5 RC2 build is still VFX Reference Platform CY2016 compliant.
More information can be found here: http://www.vfxplatform.com/

What's new since Clarisse iFX 3.5 RC1:

New Features and Enhancements
Geometry
  • Added a new attribute to the scatterer (Collision Scale Multiplier) allowing to globally scale bounding volumes of instances used for collision detection. (#6963)
  • Improved the distribution of time samples over instances in a scatterer in order to have the same number of instance per time sample.
  • Added a new attribute Collision Seed allowing to change the random insertion for collision detection.
  • It is now possible to change per instance time distribution by changing the value of Variance Seed when using time variance. (#6984)
  • It is now possible to scatter generated fur with time variation. It is also now possible to create a point cloud on a scatterer that has time variation. (#6985)
  • Geometry bundles are now creating UV slots automatically. (#2640)
Material Editor
  • Introducing DOTs in the MaterialEditor. They allow to break regular node-to-node connection into several parts. They allow more flexibility into nodal layout and a better lisibility and flexible workflow. Dots are saved with the scene and are visible and editable in the Attribute Editor.
    - To create a dot, choose NodalItemDot from the TAB menu or from the contextual menu New > NodalItem > Dot.
    - To insert a dot in an existing link, double-click the link at the desired position.
    - You can also drag an existing dot (without any link yet) onto the link (provided the auto-insert option is checked in the toolbar).
    An important thing to notice is that the connection between objects and attributes remain exactly the same with or without dots. The dot is not inserted inside the scene graph, it acts like a visual helper with some intelligence.
    - To remove a dot, proceed as for any other item. If the dot was handling actual connections (it was connected to an input and several outputs), the connection between input object and all attributes previously handled by the dot are visually restored. The scene graph remains unchanged.
    - When a dot is connected to attributes but has no input yet, you cannot see these connections (pure UI) except in the Material Editor. Such information is nevertheless kept in the project file. (#3673)

Bug Fixes
General
  • Set correctly the default layout when using the checkbox "Make Default" in MainMenu>Layout>Presets>Store... (#6834)
  • Fixed an issue where Browser Picker did not display the "Apply" and "Quit" buttons as expected. This happened in 3dView when clicking on "Look Through". (#4606)
  • Fixed a bug that was preventing to connect a texture to the input attribute of the Texture Gradient. (#6957)
General UI
  • Improved the menu search filtering. It is no more case sensitive so typing "abc" will also add "Abc" results. It will also apply the filter in the camel case names so that typing "Box" will also add "GeometryBox" in the results. (#6974)
  • Search filtering now accept spaces to search for multiple words. (#5327)
  • Fixed a crash that occurs in the variable editor when the user clears custom variables with one currently selected. (#6951)
3D View
  • Fixed an issue where the integrator was not created in the 3D view when switching from another widget. (#6986)
  • Fixed an issue with the sampling quality of the 3D view that was wrong in progressive mode. (#6975)
Geometry
  • Fixed an issue with OpenSubdiv that was not taking correctly the creases into account.(#7005)
  • Alembic Reference Context content is cleared after changing the context filename if the new filename is invalid. (#6858)
  • Fixed a crash that occurred when using a sampling texture to generate a point cloud on an empty geometry. (#7006)
  • Fixed a crash that could occur when using a sampling texture to generate point cloud. (#6960)
Material Editor
  • Material Editor Dots are now available, they were announced in RC1 release notes but were not included in the release. (#7021)
Rendering
  • Fixed an issue with the physical standard material where the strength of the back color diffuse was disable by default. (#6979)
  • Fixed illumination calculation at a path depth of 0 for blends of SSS materials with different profile scales (#6932)
  • Fixed illumination calculation at a path depth of 0 for blends of diffuse and glossy materials (#6929)
  • Fixed computation of illumination for objects with a blend of specular and non-specular materials at higher anti-aliasing than material/light sample count. (#6968)
  • Fixed leaking of indirect contributions from an AOV channel whose maximum path depth hasn't been reached to a channel for which it was exceeded (#6943)
  • Fixed a bug with the emission of the physical standard material that was not attenuated correctly by specular layers. (#6958)
  • Fixed a crash that could occur when enabling motion blur on Alembic cameras. (#6998)
Scripting
  • Fixed issue preventing from creating an attribute with "folder" type in script. (#6981)
Shading Layer
  • Fixed a bug in the shading layer where hiding shading groups of a geometry bundle was not working correctly. (#6953)
Tool
  • Commands exposed in IoHelpers related to Propery Paint and Edition now use indices. (#6872)
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