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Merge pull request #313 from DMotorygin/develop
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Release May 2022
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bsavery authored May 26, 2022
2 parents 3b844ad + f9c801e commit 7832866
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30 changes: 30 additions & 0 deletions CHANGELOG.md
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# Version 3.4

## Features:
- A new option for overriding an object’s shadow color has been added.
Furthermore, a new option for overriding whether an object receives shadows has been added.
- Support for Atmosphere and Fog in the Effects settings section has been added. Artists can now add a dense (or sparse) fog to render real world atmospheres more realistically. There are settings for density, falloff, height above the ground, and more.
- Toon shaders can now be linked to a specific light.
- New extended Cryptomatte AOVs have been added for more flexibility in compositing.

## Fixes:
- Partially transparent and reflective Uber shaders could be darker than physically correct — fixed.
- Incorrect rotational motion blur has been fixed.
- Issues with IES lights and atmosphere volumes have been fixed.
- Albedo AOV now shows the mid color of toon shaders.
- IES light bugs fixed:
- Unused settings for rotation, area width, and scale have been removed;
- Rotation now matches that of Arnold;
- Issues with moving and exporting IES lights have been fixed.
- .rpr file export fixes:
- Fixes for animation exports;
- Camera motion blur is now exported;
- Scene gamma setting is now set when exporting;
- Artists can now choose which layer(s) to export.
- Errors when creating an RPR Voronoi node have been corrected.
- In some cases, an animated camera could not update in IPR render or sequence export — fixed.
- The mid color of toon shaders can now be used for the Albedo AOV.
- Tone mapping incorrect behavior has been fixed.
- Materials can now be assigned to Alembic files.


# Version 3.3.15

## Bugs Fixed:
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Expand Up @@ -320,7 +320,6 @@
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Expand Down Expand Up @@ -536,7 +535,6 @@
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Expand Down Expand Up @@ -901,7 +899,6 @@
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Expand Down Expand Up @@ -945,6 +942,12 @@
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Expand Down Expand Up @@ -1169,7 +1172,6 @@
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Expand Down Expand Up @@ -1378,6 +1380,8 @@
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Expand All @@ -1395,7 +1399,6 @@
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Expand All @@ -1415,7 +1418,6 @@
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Expand All @@ -1434,7 +1436,6 @@
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Expand Down Expand Up @@ -1469,6 +1470,7 @@
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Expand Down Expand Up @@ -1752,6 +1754,7 @@
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Expand All @@ -1778,7 +1781,6 @@
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Expand Down Expand Up @@ -1985,6 +1987,7 @@
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Expand Down Expand Up @@ -2143,6 +2146,7 @@
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Expand Down Expand Up @@ -2301,6 +2305,7 @@
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Expand Down Expand Up @@ -2534,6 +2539,7 @@
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Expand Down Expand Up @@ -2691,6 +2697,7 @@
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Expand Down Expand Up @@ -2848,6 +2855,7 @@
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Original file line number Diff line number Diff line change
Expand Up @@ -79,7 +79,7 @@
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</BuildableReference>
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Original file line number Diff line number Diff line change
Expand Up @@ -15,7 +15,7 @@
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BuildableIdentifier = "primary"
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BuildableName = "Maya2022.bundle"
BuildableName = "RadeonProRender.bundle"
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</BuildableReference>
Expand All @@ -33,7 +33,7 @@
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BuildableIdentifier = "primary"
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BuildableName = "RadeonProRender.bundle"
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Expand All @@ -51,7 +51,7 @@
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BuildableIdentifier = "primary"
BlueprintIdentifier = "505C0BCA2660C2BA000E11A9"
BuildableName = "Maya2022.bundle"
BuildableName = "RadeonProRender.bundle"
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ReferencedContainer = "container:RadeonProRender.xcodeproj">
</BuildableReference>
Expand Down Expand Up @@ -87,7 +87,7 @@
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BuildableIdentifier = "primary"
BlueprintIdentifier = "505C0BCA2660C2BA000E11A9"
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BlueprintName = "Maya2022"
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3 changes: 2 additions & 1 deletion FireRender.Maya.Src/AnimationExporter.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -180,7 +180,8 @@ int getUVLightGroup(const MDagPath& inDagPath)

void AnimationExporter::assignMesh(FireRenderMesh* pMesh, const MString& groupName, const MDagPath& dagPath)
{
for (auto& element : pMesh->Elements())
auto& elements = pMesh->Elements();
for (auto& element : elements)
{
int res = m_pFunc_AssignShapeToGroup(element.shape.Handle(), groupName.asChar());
assert(res == RPR_SUCCESS);
Expand Down
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