Releases: ImageEngine/cortex
Releases · ImageEngine/cortex
Cortex 10.4.10.3
Fixes
- USDScene : Fixed treatment of unconnected material outputs during reading. If they were "authored" but not connected to a source, they were incorrectly being treated as valid attributes, and loading as empty ShaderNetworks which caused problems elsewhere.
Cortex 10.5.1.0
Improvements
- USDScene : Added limited support for reading and writing
Volume
prims viaIECoreVDB::VDBObject
.
Fixes
- USDScene : Fixed writing of lights so they are represented as appropriate
UsdLux*Light
prims in USD. - FrameRange : Prevented creation of FrameRanges with negative steps
- IECore.dataTypeFromElement : Fixed support for list to Vector conversions
- LinkedScene : Fixed bug where
linkLocations
attribute was baked incorrectly if the link target location wasn't the ROOT- This in turn caused LinkedScene::setNames() and LinkedScene::readSet() to error
- IECoreNuke::FromNukePointsConverter : Use
Color3f
instead ofColor4f
to be compatible withGaffer
- IECoreNuke::SceneCacheReader : Fixed crash with
SceneCacheReader
when widget updates while Caribou updates
Cortex 10.4.10.2
Fixes
- LinkedScene : Fixed bug where
linkLocations
attribute was baked incorrectly if the link target location wasn't the ROOT- This in turn caused LinkedScene::setNames() and LinkedScene::readSet() to error
- IECoreNuke::FromNukePointsConverter : Use
Color3f
instead ofColor4f
to be compatible withGaffer
- IECoreNuke::SceneCacheReader : Fixed crash with
SceneCacheReader
when widget updates while Caribou updates
Cortex 10.4.10.1
Fixes
- FrameRange : Prevented creation of FrameRanges with negative steps
- IECore.dataTypeFromElement : Fixed support for list to Vector conversions
Cortex 10.5.0.0
Features
- MeshAlgo :
- Added new algorithms for computing mesh normals :
calculateUniformNormals()
,calculateVertexNormals()
andcalculateFaceVaryingNormals()
. - Added
correspondingFaceVertices()
method.
- Added new algorithms for computing mesh normals :
Improvements
- MeshAlgo
distributePoints()
:- Added support for density primitive variable values above 1.
- Added sampling of arbitrary primitive variables via the new
primitiveVariables
parameter. - Improved accuracy.
- Improved performance.
- MeshAlgo
triangulate()
: Improved performance. - MeshAlgo
connectedVertices()
: Improved performance.
Fixes
- MeshAlgo
distributePoints()
:- Fixed duplicate points at triangle edges.
- Fixed handling of points exactly at the density threshold.
- TriangleAlgo :
triangleClosestBarycentric()
: Fixed numerical precision bug.triangleContainsPoint()
: Fixed handling of zero-area triangles.
- PolygonVertexIterator : Fixed to use
std::iterator_traits
so that raw pointers are supported.
Breaking Changes
- IECoreAppleseed : Removed. With Appleseed's removal from Gaffer
1.3.0.0
Cortex no longer provides IECoreAppleseed. - Python : Removed support for Python 2.
- Primitive : Changed
variableIndexedView()
return type fromboost::optional
tostd::optional
. - MeshAlgo
distributePoints()
:- Changed function signature.
- Bug fixes mean subtle changes to the resulting points.
Cortex 10.4.10.0
Improvements
- IECoreNuke::LiveScene :
- Adding caching to speed up querying Nuke's GeometryList for large hierarchy
- Support for
ParticleSprite
setOp
method to avoid re creatingLiveScene
from scratch
Fixes
- IECoreMaya.SceneShape : Fixed reading of time samples for expanded link locations
- Traverse the time plug connections to check for a maya global time connection
- CheckedGILRelease : Safe to call if thread doesn't hold the GIL
- IECoreNuke::SceneCacheReader : release GIL during
_validate
to avoid crash with Caribou - IECoreNuke::LiveScene :
- Fix crash when there is not input
GeoOp
. - Fix uninitialized bounds
- Fix bug with duplicated parents
- Fix bug when querying children combined between multiple parents
- Fix crash when there is not input
Cortex 10.4.9.1
Fixes
- USDScene : Fixed hash clashes when the same USD file containing instanceable prims was opened a second time. Because USD doesn't assign prototypes deterministically, hashes would be shuffled between prototypes, yielding inconsistencies between the hashes for the two scenes. Hashes are now completely unique from scene-to-scene, so no locations can have clashing hashes.
Cortex 10.4.9.0
Improvements
- USDScene :
- Improved performance of
setNames( includeDescendantSets = True )
substantially for compositions with instanced prims. - Improved performance of
readSet( includeDescendantSets = True )
substantially for compositions with instanced prims. - Improved performance when reading materials from instanced prims.
- Added loading of
UsdGeomCube
prims (as MeshPrimitives).
- Improved performance of
- SceneInterface : Added
_copy
argument to Python bindings forreadAttribute()
,readTransform()
andreadObject()
. Pass_copy = False
to receive the original constant result directly instead of a mutable copy. Use with care (typically only for debugging and testing)! - TypedData : Added move constructors.
Fixes
- USDScene :
- Fixed loading of
__cameras
,__lights
andusd:pointInstancers
sets from within instanced prims. - Fixed cancellation when reading
UsdGeomSphere
prims.
- Fixed loading of
Cortex 10.4.8.0
Improvements
- USDScene : Exceptions thrown by
child()
are now more descriptive.
Fixes
- USDScene : Fixed
hasChild()
bug which considered prims to be children whenchild()
andchildNames()
did not.
Cortex 10.4.7.1
Fixes
- USDScene :
- The UsdShadeMaterialBindingAPI schema is now applied to all prims with material bindings, making the written files compatible with
USD_SHADE_MATERIAL_BINDING_API_CHECK=strict
mode. - Fixed loading of USDGeomXformable's
ResetXformStack
operator.
- The UsdShadeMaterialBindingAPI schema is now applied to all prims with material bindings, making the written files compatible with