There's a new Neon!
Sorry - this one has been a long time coming, but we hope it's worth it. Neon is now built on a new rendering core - OpenRL 1.1. And it is quite a bit faster...probably 2-3 times faster. The cost, however, is that shader compilation is a bit longer than it was, so it's a little bit slower getting started at times. We're working on this though, and we hope to see some improvements in this area over the next few weeks.
Anyway - here's a list of changes since Beta 4.
- Support Brazil Advanced Material: Velvet
- Support Brazil Utility Material
- Support Brazil Global Fog environment
- Added an overlay to the viewport which displays Neon status
- Uses OpenRL 1.1's zip shading system - render times should be significantly faster.
- Initial world update when loading Neon is now properly run on the Render thread, resulting in shorter blocking times for Rhino
- Properly hook up Depth of field F-Stop control. This means that the Focus radius control now does nothing.
- Default light in Brazil no longer has shadow
- Enabled shadow bias controls for lights
- Fixed Adjustment being applied twice on bitmaps and HDRs. This fixes bugs like the opacity texture being inverted in Brazil Default Material
- Initial passes are shifted a few pixels - this is now fixed.
- 32-pixel repeating integrator pattern has been removed.
- Brazil Physical sky will no longer render a black sun if the sun is below horizon and Render sun is enabled
- Object to Object GI no longer bleeds through groundplane
Andrew le Bihan
Robert McNeel and Associates