We're releasing Clarisse iFX 3.0 RC3 today !
This build requires a maintenance license. Maintenance builds can't run in PLE.
3.0 builds are VFX Reference Platform CY2016 compliants and 3rd parties libraries have been updated to comply (Alembic, Boost, OpenColorIO, OpenEXR, OpenImageIO, OpenVDB, OpenShadingLanguage, TBB).
More information can be found here: http://www.vfxplatform.com/
What's new since 3.0 RC2 :
General
- Reduction the number of logs when setting-up the Channel Manager. (#5147 )
- Remove the frame range limitations on all objects using sequences. (#5159 )
- Fixed license popup that used to show up in some situations even if license server was reachable.
Rendering
- Fixed a bug in physical infinite lights: they are no longer transparent in reflections/transmissions. (#5127 )
- Fixed a bug with volume surface geometries that were breaking shading layer rules. (#4207 )
- Fixed a bug in the shading of physical volumes that were not sampled correctly (#5093 )
- The GTR BRDF has been removed. (#5103 )
- It is now possible to specify an exit color in specular and glossy materials when reaching the maximum path depth. (#5184 )
- The physical hair shader has been slightly improved. (#5185 )
- Fixed a bug in the rendering of volumes with a physical shader for which clip maps were not working anymore. (#5119 )
- Fixed a bug with the Fresnel effect of the physical layered material that was causing the underlying layer to be too dark. (#5219 )
- The physical composite material has now an additive mode, allowing unnormalized weight sum on composited material.
- Made some cosmetic changes by moving attributes of materials into more relevant attribute groups.
- Material Layered layers are now enabled by default so it becomes simpler to use in the Material Editor.
- It is now possible to set a russian roulette in the path tracer, the 3d view and materials in order to reduce the number of material samples, according to their importance.
- It is now possible to activate a roughness optimization along light paths in the path tracer and the 3d view.
- The material physical composite has been renamed to material physical multiblend.
- It is now possible to set a shadows depth on physical lights.
- Fixed issues with the physical volumes that were not receiving illumination correctly.
- Fixed a bug in physical lights: reflections and transmissions max depth wasn't correctly applied when dealing with both specular and glossy bounces.
Geometry
- Fixed an issue with the geometry shading group visibility flag, which was not taken into account. (#5200 )
User Interface
- Fixed focus behavior in Browser when collapsing or expanding a context on the left-side tree. (#5134 )
- Improved scrolling behavior.
Image View
- Fixed the bug that occured when setting the render region mode to Image and change the focus widget. (#5155 )
3d View
- It is now possible to control rendering settings for physical shaders from the 3D view options. (#5083 )
- Fixed default lights in 3d view not being created properly for previz mode in some cases. (#5161 )
- Fixed a display issue when removing background or foreground plates (AMD graphic cards only). (#4856 )
- Plates: fixed background plate fit mode affecting foreground plate if both plates used the same texture. (#5170 )
- Fixed a bug in the 3D view where the wireframes of selected objects were not displayed correctly when they were behind a volume. (#5092 )
Image History
- Fixed the bug that occured when autosave of image history locks item in history viewer: when autosave is done, the lock if item doesn't disappear. (#5141 )
- Fixed a bug that occured when deleting an item of the image history and closing the pop up window using the top right cross of the window. (#5167)
SDK
- Light API has been reworked, physical and legacy lights are now stored in same containers. The ModuleLight class is now inherited by both.
- Fixed a crash in CommentItems and ColorTagItems when an incoming object name is misspelled. Now the command proceeds with correct names and skips the wrong ones. (#5128 )