Imagers: An initial set of new post-processing nodes have been added to enable chaining of pixel effects before reaching the output driver. The new nodes are imager_exposure , imager_color_correct , imager_lens_effects, imager_white_balance and imager_tonemap . Imagers can be adjusted in IPR while the render is ongoing. Currently, adding a new imager requires the render to be restarted, so it's a good idea to add the ones you will need to adjust at the beginning of an IPR session. (#8368, #9716, #9723, #9724, #9867, #9868, #9869, #9938).

Color Correct |

Lens Effects (vignetting) |
- Nested dielectrics: Physically correct reflection and refraction of rays in scenes with adjacent dielectrics, such as liquids in glass vessels, has been implemented by resolving overlapping, i.e. "nested", dielectrics via a priority system. This allows for more realistic renders of scenes such as glass containers with liquid contents and bubbles, correctly accounting for the change in the index of refraction as rays refract through the transparent media. The effect is enabled via the global toggle
dielectric_priorities (which is enabled by default – disabling it reverts to the legacy mode which does not correctly compute the refractions). A new standard_surface parameter assigns a priority to the internal dielectric medium of the closed transparent object the shader is assigned to. These priorities specify that in an area of overlap of two transparent objects, only the highest priority dielectric medium exists (see the schematic glass of water below for the basic intuition). The priority is simply a signed integer (default 0), which can be increased or decreased as needed to define the dielectric medium in the overlap areas. If priorities are made equal, then media are effectively blended in the overlap. (#6023)

Standard setup of a glass of water with an ice cube, using the priority system |

dielectric_priority: glass: 3, ice & bubbles: 2, liquid: 1. Rollover image to view the result with the global dielectric_priority: disabled (not physically correct). |
- Toon AOV prefix : The
toon shader has a new optional aov_prefix that will be prepended to the toon AOVs' names. For instance, if aov_prefix is "toon_" , the toon diffuse AOV will be written out to "toon_diffuse" . This can be used when you need to access both the toon AOVs and the core's LPE AOVs. (#9823) - Improved performance in Toon on Windows: The contour_filter used for toon rendering should now be faster and scale better especially on Windows (#7844)
| 8 threads | 16 threads | 32 threads | 64 threads |
---|
6.0.4.1 | 12.9s | 11s | 7.8s | 29s | 6.1 | 10.0s | 8.2s | 5.5s | 10s |
- AA seed now included in EXR metadata: The AA seed of a render is now also included in EXR metadata. (#9895)
- Improved soft creases in adaptive subdivision: Normals for soft creases follow the geometry closer for low iterations. (#9971)

All cube edges have sharpness 3 creases. The diagram shows the new (top) and old (bottom) normals for 1, 2, 3, and 4 iterations. |
|