Limitations and release notes
- Gizmos and overlays in RTX mode. (Transform, camera, grid and lights gizmos now visible in RTX mode)
- Toggle buttons in viewport to hide/show gizmos
- Toggle button in viewport to enable RTX mode
- Updated the projects page - each project card now gives more information about the project.
- Added auto-scroll when adding clips to the sequence editor timeline.
- Increased the download speed of scenes. If your scene has hundreds of small objects, the download speed to desktop or mobile is dramatically increased.
- Added an arrow to indicate where clip will be inserted (when moving clip or adding a new one) in the sequence editor.
- Focused the zoom around mouse position to the sequence editor timeline.
- Clicking on clips in the sequence editor timeline no longer updates the playhead position.
- Improvements around zooming in the sequence editor timeline.
- Added “no camera” hint on clips when the camera has been deleted.
- Fixed a UI update issue in multi-user sequence editing.
- Fixed issues with color highlighting during multi-user sequence editing.
- Fixed an issue with inserting clips into the timeline.
- Added the animation offset to Android, so that retimed animations can be recorded in AR.
- Added the ability to start recording an animated camera in AR from any point on the timeline. You no longer have to start at frame 0 each time, so you can very quickly capture a camera for the action when it happens. You can also record, stop, move position, then begin recording again so building a series of shots can be incredibly rapid.
- Replaced the loading pulsing balls on Android with cubes to reduce the poly count during loading.
- Improved computation of the initial position of the AR camera when placing the virtual scene in physical space.
- Rewrote the transformation stack to support negative scaling and improve transforms in imported files.
- Fixed a bug with removing users from projects.
- Fixed a bug that caused a crash when opening inactive sequences
- Added a new feature that puts shot/clip names in the shot markers in the sequence editor
- Added a feature that allows you to export a videos as individual shots. It also works with image exporting - the shot name is incorporated into the output image name
- Fixed a bug with exporting: because texture loading is asynchronous, sometimes you could export images (or videos frames) before the texture has loaded (render without texture)
- Fixed a bug with importing alembic caches that caused messed up meshes
- Fixed a bug with the frame count computation in exporting videos
- Fixed a bug causing a delay when opening the export panel
- Fixed a bug with animated textures
- Fixed a bug that meant exported frames were in the wrong range
- Fixed a bug with transforms coming from FBX imports
- Fixed a UI bug with the shader parameter chevron buttons
- Added the ability to duplicate sequences
- Added a scrollbar in the sequence timeline
- Updated the FBX version
- Added an option to start imported animation from frame 1. Some pipelines add padding to the start of animation sequences. With this option you can force start the playback of the animation on frame 1. You can find the option in the import dialogue and it is toggled ‘on’ by default.
This release concentrates on two areas - UI fixes and the addition of an auto focus feature for cameras. We talk about the feature here:
- Added a camera ‘auto focus’ feature. When viewing through a camera you can turn on autofocus, then shift and right click on any object in the scene to focus on that point. Focus will be held even if the object moves, or the camera moves.
- Enable use of “esc” to cancel a value edit
- Focus on fields with a single click
- Lose focus on elements when clicking out
- Fixed a bug that meant if you were looking through a camera and you selected a user you would lose camera mode
- Fixed a bug stopping arrow keys navigating the scene graph
- Fixed a bug where selecting a node in scene graph should deselect current user
- Fixed a bug where hovering over the viewport caused us to lose focus elsewhere
- Fixed a bug where the UI fell out of sync with the actual values used in properties panel
- The desktop app is now digitally signed
- Fixed a bug causing logging to require elevated permissions
- Added the ability to drag and drop textures onto material properties
- Added the ability to disable textures individually
- Added the ability to kick yourself out if you are already logged in elsewhere
- Increased memory size on android to support larger scenes
- Fixed a bug with material file loading so absolute paths in textures now work
- Fixed a bug causing RTX to not refresh when lights are moved
- Added a feature to ensure blobs aren’t corrupted when loaded from disk
- Fixed all importers when filepath contains unicode characters
- Fixed a bug causing the angular size of lights to calculate incorrectly
- Fixed a bug causing the connection to the server to be lost after a while.
- Hidden geometry is now hidden in the Android app.
- Added messaging if a user attempts to log in to a project twice.
- Blendshapes are back! We have re-engineered the blendshapes feature to be efficient and data saving for working with the cloud.
- Added more logging at startup to help pinpoint graphics initialisation errors.
- Re-align the walkthrough camera’s up with world up when leaving a user camera.
- Fixed a bug where users could modify focal length when viewing through other users.
- Simplified material parameter names. Specular F0 is now Specular in the specular glossiness model and Dielectric Reflectance is now Reflectance in the metallic roughness model.
- Fixed a bug with Alembic imports.
- Added the Avatar feature. Each user in the 3D scene is represented by an object (currently a camera object). You can see where your teammates are in space, and you can share the same viewpoint as them. We have added a section above the Scenegraph where you can see all users currently in the 3D scene. You can double click on any user to assume that viewpoint. You can also choose to hide a user avatar here too. Live Android cameras are now regarded as User or Walkthrough cameras, and you can find them in the user list. Once an animated camera is recorded, it will appear in the camera dialogue as usual.
- Re-organised the material properties panel. We have added sections to delineate different sections within the material panel: Base, Transmission, Emissive, Subsurface, Normal Mapping. If you expand these menus, the expansion is remembered as you move between different materials.
- Added support for double sided objects. You can now select any geometry and toggle on ‘Double Sided’ in the Geometry Properties panel.
- Renamed Dielectric F0 to Dielectric Reflectance when in Metallic Roughness shader model (for non-metallic materials).
- Remapped Dielectric Reflectance to 0.5 at 0.04.
- Removed a bug causing RTX to update when cameras were moved and camera settings where changed.
- Align walkthrough cameras with world up when leaving camera mode.
- Changed the importer to create metallic roughness materials only.
- Moved IOR below transmission in the material properties panel as it takes no effect until transmission > 0
- Fixed a bug that caused some movies to be rendered to 0kb files.
- Added a warning in case of out of date graphics drivers
- Fixed a bug with project version migration
- Fixed a bug with skydomes pixelating when the camera tracks out a long way
- Fixed a bug with cameras matrices getting NaN values
- Fixed a bug with exporting cameras in the right units
- Fixed an issue with “Already Present Data Size” is not set to 0 when we import the same texture several times
- Fixed a bug stopping the app from closing gracefully if a camera preset was used
- Fixed crash on start up if certain DLL’s are missing
- Added viewport overlay for camera info
- Added automatic disabling of unsupported features and improved messaging
- Updated camera model to allow for replicating physical cameras.
- Added support for camera presets
- Added support for duplicating cameras from within the camera dialogue.
- Fixed a bug with exporting cameras. Cameras will now export in the correct unit (mm).
- Updated camera panel UI to extend available properties.
- Updated camera panel UI to access viewport controls from scene globals.
- Updated scene globals to allow deletion of camera presets.
- Added support for Nvidia OptiX AI-Accelerated Denoiser.
- Improved messaging around exceeding quota limits.
- Improved UX around exporting images and video (changes to output resolution happen via scene globals now)
- Fixed bug with fbx imports
RTC Live Demo release.