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Merge pull request #184 from GPUOpen-LibrariesAndSDKs/Release_March_2021
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Release march 2021 version 3.1
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bsavery authored Mar 25, 2021
2 parents a656035 + d96b2b8 commit 262a78f
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56 changes: 56 additions & 0 deletions CHANGELOG.md
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# Version 3.1

## New Features:
- Support for AMD Radeon™ RX 6700 XT graphics cards has been added.
- Significant new features have been implemented in the AOV and compositing workflow for the plug-in:
- Cryptomatte AOVs make it easy to filter objects by name or material when using compositors that support Cryptomatte.
- Users can set a Material ID on shader nodes to use it with the MaterialID AOV.
- The Camera Normal AOV is now available.
- A 16-bit Machine Learning Denoiser option is now available to provide for less memory usage and greater speed.

## Issues Fixed:
- Various fixes have been made to MASH instances:
- Groups of objects can now be used for instancing;
- Instance motion blur could be incorrect in certain cases — fixed;
- Mash Dynamic Nodes are now supported.
- Denoisers are now supported for RPR 2.0 for the Production Render and IPR. Earlier, denoisers were only supported for RPR 1.0 (now the legacy engine).
- Contour rendering not updating during IPR rendering — fixed.
- Fixes and enhancements in .rpr file exporting:
- Texture cache can now be used to provide for faster export of scenes;
- GLTF file export includes an option to bake PBR images;
- The current selected render layer is restored after exporting.
- Undoing” deletion of an RPR Light would not work — fixed.
- Motion blur for alembic GPU caches was not supported — fixed.
- Hardware preference changes were not saved before starting a batch render — fixed.
- Smoothed meshes could have the wrong geometry or missing textures — fixed.
- If you animated using MotionPath and batch render with a specified frame range, the first frame from within that range could
be incorrectly rendered — fixed.

- UDIM textures are now cached, like any other image textures, for performance enhancement.
- Ray visibility flags for hair geometry are now respected.
- Converter scripts were not installed correctly on macOS — fixed.
- Camera callback changes from command line rendering were not respected — fixed.
- An error which was occurring in some cases when Rectangular Area Lights were changed in size has been fixed.
- Crashing occurred if swatch rendering was enabled and disabled while the IPR was running — fixed.
- Gamma correction on single layer EXR files is now correct.
- An issue when a shader node is connected to multiple blend materials has been fixed.
- The IPR could randomly stop refreshing an image in certain cases — fixed.
- Issues when framebuffers could be flipped in some cases have been fixed.
- Shadow Catchers now work on macOS both in final and IPR renders also with the denoiser enabled.
- Crashing occurred if denoisers were used with the Render Region option — fixed.
- When using an IBL Environment Light with tiled rendering and the denoiser, the background would be black — fixed.
- Area lights were shadowing too aggressively — fixed.
- Switching to contour rendering could fail on an NVidia GPU — fixed.
- Possible crashing when rendering AOVs in the IPR view has been fixed.
- Textures could be too blurry due to incorrect MIP mapping, particularly textures in a plane parallel to the camera direction.
- Adaptive sampling now works with RPR 2.
- Spiral artifacts when rendering with both the CPU and GPU have been fixed.
- The Opacity AOV was not taking the maximum ray depth into account — fixed.
- Artifacts in the Depth AOV have been fixed.
- Compiling the BVH geometry has been improved in large scenes.

## Known Issues:
- RPR 2.0 has some upcoming features. If these are needed, please use the Legacy render mode:
Heterogenous volumes;
Adaptive subdivision.

# Version 3.0

## New Features:
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Expand Down Expand Up @@ -2518,6 +2531,7 @@
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2 changes: 1 addition & 1 deletion FireRender.Maya.Src/AutoLock.h
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Expand Up @@ -43,5 +43,5 @@ namespace RPR
/** Auto MSpinLock. */
typedef AutoLock<MSpinLock> AutoSpinLock;
/** Auto MMutexLock. */
typedef AutoLock<MMutexLock> AutoMutexLock;
typedef AutoLock<std::mutex> AutoMutexLock;
}
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