Skip to content

Latest commit

 

History

History
51 lines (39 loc) · 2.39 KB

File metadata and controls

51 lines (39 loc) · 2.39 KB
layout ../layouts/Changelog.astro

Changelog

toc

Changelog

Changelog for ALab.

2.2.0

  • Split main package in two:
    • asset_structure: Available as well as a GitHub repository to facilitate external experimentation and collaboration on the asset structure.
    • techvar_assets: Geometry, lights, shaders, rigs which are the heavy assets containing artistic contributions.

2.1.0

  • Updated geometry proxies to more closely match the render purpose geometry.
  • Global entities of component Kind have textures for cards Draw Mode.
  • Adjustments to global entities to allow broadcasting changes without destroying instancing via an inherits arc.
  • All exr textures now correctly mipmapped.
  • All entities now have extent hints.
  • Use of inherits composition arc.
  • Fixed issue where whiskers on stoat01 were disappearing when FX caches were turned on.
  • Removed unused metadata from texture files.
  • Opacity textures in shaders are no longer used for non-transparent objects.
  • Up axis metadata is properly set to the valid token "Y".

2.0.1

  • Removed unexpected __MACOSX artifact from the zip file.
  • Removed non-required exr texture metadata.
  • Mipmapped textures, which were not mipmapped.
  • All geo fragments have extentsHint property.
  • Modified Stoat's sweater material roughness on baked_procedurals package.

2.0.0

  • Added full production shot example with two animated characters.
  • Extended ALab set to include over 300 fully surfaced assets.
  • All the geo with render purpose utilizes two UV sets:
    • primvars:perfuv - Simplified UVs used for preview material binding.
    • primvars:st - UDIM-based UVs used for full material binding.
  • UsdPreviewSurface Materials are now bound to the geometry using the UsdShade.Tokens.full and UsdShade.Tokens.preview purposes.
  • Low-res textures are now 1K Multi-UDIM Exrs.
  • Inclusion of Render Procedurals such as Weave and Alfro as baked curves.
  • Character and Prop Animation data is stored under geocache fragments. The animation is represented through the time-sampled attributes in USD, including extent, normals, points, orientation, scale, and translation.
  • Added CharFxCaches from charFX simulations, resolving collision on dynamics (e.g. between cloth and skin).