AtomKraft Changelog
This is the log of changes between successive AtomKraft/Nuke releases.
AtomKraft/Nuke 1.0.0 — “Spike”
December 19th, 2011
- AtomKraft/Nuke 1.0.0 — Nuke 6.3 — Linux 64
- AtomKraft/Nuke 1.0.0 — Nuke 6.3 — OSX 64
- AtomKraft/Nuke 1.0.0 — Nuke 6.3 — Windows 64
- AtomKraft/Nuke 1.0.0 — Nuke 6.2 — Linux 64
- AtomKraft/Nuke 1.0.0 — Nuke 6.2 — OSX 64
Major changes
- Implemented live texturing mode
When in “live texturing” (on by default) AtomKraft gets image input data directly from Nuke, processing this data is immediate and provides faster interaction. Texture filtering matches Nuke internal one and is processed on the fly. Baking is only done if the option is switched off. AtomEnvironment on the other hand always bakes. - Added display cache option
When active (off by default) AtomKraft caches the rendered image (and any other requested channel) so that you can freely pan & zoom in the viewer without triggering a re-render - Upgraded alembic from 1.0.2 to 1.0.3
- Upgraded rendering engine to 3delight 10.0.18
New Nodes
AtomReflect
A component material that allows fast (glossy) raytraced reflections, with controls over grazing angles, glossiness (blurred reflections) according the BRDF via the roughness parameter, and handles properly raymisses by looking up the environment.
AtomRefract
A component material that allows fast (glossy) raytraced refractions, with controls over Fresnel, glossiness (blurred refractions) via the roughness parameter, and handles properly raymisses by looking up the environment.
AtomIndirect
A user-friendly “Global Illumination” light that adds indirect light, with control over number of bounces & several other optimizations. just Plug & Play!
General changes
- Updated reference documentation
- Fixed ray depth in ABM
- Fixed AENV doing raytracing instead of environment lookups with 0 samples and 0 maxdistance.
- Added motion3d output channel (a real 3D XYZ –> RGB color coded motion vector)
- Added initial support for Nuke blendmat.
- Added initial support for Nuke mergemat.
- Improved AtomRender UI
- Added controls for polygonal Bokeh shapes to AtomRender
- Unified icon style, in a new menu
- Added normalized N when in nuke shading compatibility mode.
- Fixed fillmat opacity.
- Added ‘transparency’ and ‘raycasting’ for both ‘physically-based’ and ‘nuke scanlinerender’ modes. This to match Nuke scalenerender where these flags were added recently.
- Fixed some cases when using ambient lighting and specula’s in scanlinerender compatibility mode
- Fixed wrong size of normal and uv for alembic format.
- Added an error checking to prevent from crashing when ARG reads incorrect uv and normal data.
- Fixed a memory leak
- Fixed negative exposure in AL.
- Replaced sampling generation from C++ to RSL, along with reflection fixes at grazing angles and environment lookups with raymisses.
- Fixed a bug with multiple AtomRender nodes (note: on Windows AtomRender nodes are currently rendered parallel).
- Fixed missing texture input for AtomCard.
- Fixed a performance issue.
- Fixed dome radius output in AtomEnv, fixed max distance too.
- Fixed sample accumulation on reflections/refractions
- Improved environment sampling.
- Added bias option to ABM
- Added facing_ratio AOV representing incidence shading
- Added motion3d AOV represented a color-coded motion vector
- Fixed ABM negative values
- Fixed ABM sample scaling
- Fixed particle rendering in ARG
- Fixed pointlight blotches
- ABM performance improvements
- UI improvements in AtomLight* nodes
- Re-enabled ‘license server’ in AtomRender ‘Options’ tab so to set license server hostname from the UI for maximum lazyness.
- Fixed several windows-only compilation errors
- Fixed a knob updating issue on windows.
- Fixed “weird axis” appearing in the 3D viewer with the following nodes: AtomShader, AtomBasicMaterial, AtomCaptureMaterial and AtomDisplacement.
- Fixed unwanted re-renders with AtomReadGeo, AtomShader & AtomTweakAsset (#157/b & #158)
- Fixed duplicate knobs appearing with AtomShader (#157/a)
- Added support for “world” occlusion_mode in akProject3D, fixed “none” mode to skip unwanted raycasting, “self” mode support ongoing.
- Fix for duplicate AtomShadow & AtomLightDecay module instancing in AtomLight.
- Fixed a bug which exported duplicate parameters in AtomLight.
- Added workaround, which optimizes AL/ALS shadowing. (#149)
- Project3D now matches Nuke scanline when in “scanlinerender” compatibility mode. The default mode is however sugested since it does not assume a factoring of a lambertian term.
- Fixed a crash when create AtomReadCamera node on windows.
Countless other improvements!
AtomKraft 0.9.5.21
October 20th, 2011
- AtomKraft 0.9.5.21 — Nuke 6.3 — Linux 64
- AtomKraft 0.9.5.21 — Nuke 6.3 — OSX 64
- AtomKraft 0.9.5.21 — Nuke 6.3 — Windows 64
- AtomKraft 0.9.5.21 — Nuke 6.2 — Linux 64
- AtomKraft 0.9.5.21 — Nuke 6.2 — OSX 64
Fixes and changes
- Fixed a crash when creating AtomReadCamera on Windows.
- Fixed threading-related instability of AtomLight which was appearing on Windows.
- Added shadow distance attenuation.
- Fixed orientation on occlusion() shadowing.
- Fixed reflectance on rayhit-only reflections: the reflectance and Fresnel term weren’t being considered.
- Fixed the roughness for the ray misses environment lookup, the ray
- Fixed hue in the standard opacity() method
- Fixes to linear type of AtomCard
- Fixed ray hit/miss darkening of ABM.
- Updated environment lookups which produces smoother results now apparently without grid artifacts, and at reduced cost.
- Fixed OpenGl display of ALD and AShadow their xforms are in ‘scene’ mode.
- Fixed transform matrix in AtomLightDecay and AtomShadow; added translation knob in AtomShadow.
- Upgraded alembic from 1.0.1 to 1.0.2.
- Upgraded render engine to 3Delight 10.0.8
AtomKraft 0.9.5 — Beta 4
October 12th, 2011
- AtomKraft 0.9.5 — Nuke 6.3 — Linux 64
- AtomKraft 0.9.5 — Nuke 6.3 — OSX 64
- AtomKraft 0.9.5 — Nuke 6.3 — Windows 64
- AtomKraft 0.9.5 — Nuke 6.2 — Linux 64
- AtomKraft 0.9.5 — Nuke 6.2 — OSX 64
Awesome New Shit
- The Atomic Light System has been entirely refactored and extended
- All shaders are now compiled into machine language
- New 3Delight 10 rendering engine
- A new node, AtomReadCamera, reads Alembic camera sequences
- The AtomReagGeo node now reads Alembic multiframe files (along with frame-mapping)
Detailed Changes/Improvements
- Fixed a TBB linking issue on OSX builds which was not loading shadeops and therefore not rendering any secondary raytracing effect
- Fixed transparent shadows
- Updated rendering engine to 3Delight 10.0.5
- Updated Alembic to 1.0.1
- Fixed a sting-related bug on AtomLight on Windows
- Resolved a TBB conflict on Windows
- Fixed faceid channel to support cases with stacked materials
- Improved Linux installer script
- Fixed AtomEnvironment OpenGL display
Geometry
- Updated Reference documentation
- Fixed a motion blur bug in AtomReadGeo
Shaders
- Improved blending of rayhit & raymiss in AtomBasicMaterial
- Better surface sampling and environment sampling in AtomBasicMaterial and AtomEnvironment
- Fixed intensity variation on ABM with different sampling counts.
- Fixed AtomBasicMaterial’s specular reflectance output with multiple AtomEnvironment output channels
- More graceful reduction of secondary and tertiary rays in AtomBasicMaterial
- Updated support for Nuke built-in reflection and refraction shaders to handle fallback cases with no texture inputs
- Texture lookups were erratically clamped to [0,1]; this has been fixed, all shaders use “raw” texture values now
- Scaling lights will now produce a change in the illumination & shadowing (as if it was a real arealight)
- Fixed opacity in Nuke Phong and BasicMaterial materials
- Fixed AtomBasicMaterial environment lookups when the size of the environment is not infinite
- AtomBasicMaterial nondiffuse/nonspecular fixes & performance optimizations
- Fixed Nuke Environment shader to match nuke ScanlineRender (when AtomRender is in ScanlineRender mode)
- Optimized Nuke Specular & Phong shaders
- Added physical mode to all Nuke shaders when in physically-based mode
- Optimized all materials for on demand channel requests
- Added support for Nuke Emission material
- All shaders now avoid diffuse and specular calculations, unless needed
- Fixed min/max shinyness in Nuke Phong
- Fixed Nuke Diffuse material
- Changed default bias of AtomEnvironment
Atomic Light System v2
- Added shape, sphericity, and fading and a bunch of new parameters to AtomLightCone that allow more precise control of the cone’s volume and the texture projection.
- Added a ‘normalize’ parameter for AtomLight
- Added multiple blocker support to AtomLight (a light can now have any number of volumetric blockers, and these can be summed, or resp. have their volume inverted)
- Fixed AtomEnvironment default intensity (which was incorrectly scaled by the unit sphere ).
- AtomLightCard is now a blocker shape which can act both as gel/filter (in photographic lingo) resp. as cookie/gobo/slide/projector (in cinematography lingo)
- Added cut in & cut out to AtomLightDecay
- Fixed several OpenGL issues
- Fixed default intensity of AtomLight when no modules are plugged in
- AtomEnvironment diffuse contribution with a finite environment is now correct
- The penumbra angle from AtomLightCone was renamed to fade and now fades only relative, inwards from the main cone angle.
- Fixed behavior of falloff in AtomEnvironment
- New ‘invert’ feature on AtomLightCone allows inverting the volumes defined by the cone
- Fixed origin in AtomLight with AtomLightCone to no longer producing a wrong light direction
AtomKraft 0.9.1
August 25th, 2011
New Shit
- Per-light category contact shadow output channel(s).
Fixes & Changes
- Updated Alembic to 1.0 release.
- Updated 3Delight render engine to 9.0.126.
- Fixed per-light output channels (which rendered black).
- Fixed per light diffuse pass (was not taking into account surface color).
- Fixed missing shadows from AomTagLight tagged lights.
- Fixed global output channels with material stacking on AtomBasicMaterial.
- Fixed output channels when displacement is used.
- Fixed AtomTagLight not instaning AtomLight.
- Fixed ambient light output channel.
- Fixed AtomEnvironment shadowing (it’s still finite/infinite insensitive).
- Fixed AtomEnvironment shadow output.
- Fixed AtomEnvironment shadow value for the occlusion case (with no texture map plugged in).
- Fixed output of AtomLight for the direct light case.
- Fixed artifacts in light output.
- Fixed Nuke Spot lights when shadows are switched off.
- Fixed AtomShader updating issue.
- Fixed AtomTagAsset crashing while destructing on Windows.
- Fixed a crash in AtomShader destructor on Windows.
- Fixed a crash when switching to 3D view while an AtomShader is selected.
- Fixed a bug of Linux installer script with Python 2.4.x.
- Fixed Linux installer script.
AtomKraft 0.9.0 (Beta 3)
August 2nd, 2011
New Features
- NukeX 6.3 — Particle nodes support, with advanced rendering capabilities
- Nuke 6.3 — Displacement node support, with advanced rendering capabilities
- Displacement on arbitrary Nuke materials via AtomDisplacement (working both on Nuke 6.2 & 6.3)
- The all new, procedural, Atomic Light System™
- Alembic 1.0rc support in AtomReadGeo
- Cortex-VFX 6.0 support in AtomCortex
- Added pre-frame, post-frame Python commands to AtomRender
- Using 3Delight 9.0.119 render engine
- Windows 64 beta version
New Nodes
AtomDisplacement
AtomDisplacment is the atomic-powered node to produce displacement effects on arbitrary materials (including Nuke standard ones). Special abilities:
- displacement stacking
- bump/normal mapping
- vector displacement
- automatic bound computation
The Atomic Light System
The base node of our atomic light system is the AtomLight node. Added in the previous version as a placeholder, it now comes with full powers: when added to the scene initially AtomLight behaves like an omni-directional point light.
The following nodes all act like light filters/modifiers to AtomLight. Each node’s transform can be parented to AtomLight or to the scene for maximum flexibility.
AtomLightCone
Defines a volume where light is emitted. It can be connected to AtomLight via the “vol” input. Implements and extends the uberlight system, the shape roundness can be controlled (so to fade from a cone to a pyramid trunk), with penumbra and clipping controls. Most of the parameters can be also controlled from OpenGL.
AtomLightDecay
Defines the way the light decays with distance. It can be connected to AtomLight via the “fall” input. Falloff start/stop, cut in and cut out, with fade controls are available. Most parameters can be controlled also form the OpenGL view.
AtomLightCard
Defines what is commonly known in theatrical stage lighting as “gobo” and is also commonly referred as “slide-projector” or “gel” in cinematographic lighting. We use the more generic and nuke-compliant “card” naming. This card can project a texture. It is connected to AtomLight via the “card” input. Multiple cards per AtomLight node are already supported.
AtomShadow
Adds a shadow to AtomLight with ability to support max distance, adding and other advanced properites. it is connected to AtomLight via the “shad” input.
Relevant Changes
- Added ‘size’ attribute for ‘particle’ mode in ARG( #113 ); fixed OpenGL point size to match( approximation ) the RMan point sizes.
- Fixed wrong size attribute name on ATA (ticket #111) and added support for relative size (ticket #57, part 2), needs testing.
- Added RGBA channels into AtomShader
- Added tcl expression as file path support in AtomReadGeo.
- Fixed lambert term on ENV lit AtomBasicMaterial.
- Fixed shadow AOVs garbage.
- Fixed a crash when rendering data from AtomReadAsset/AtomTweakAsset.
- AtomBasicMaterial, changed A&S (Phong like) exponent when roughness == 0.
- Changed AENV nonspec to active.
- Ignore alpha if output channels set to RGB( fixed #51 in C++ side ).
- Added per light shadowing to ABM.
- Changed default AENV bias.
- Fixed AENV Spherical Harmonics.
- Improved the speed of multi-segment motion blur
- Changed the ABM roughness mapping with ease of use in mind
- Added per-light shadow AOVs to ABM
- Simplified AR>Shading UI, occlusion is now the shadowing of AtomEnvironment
- Improved roughness mapping in ABM
- Improved matching of Project3D node
- Improved sampling in ABM
- Fixed perfect mirror, ricket #31
- Improved (B)GEO reading in ARG
- Faster shading evaluation (20%)
- Fixed ticket #32
- Fixed “displacement effect”: now any values between 0–1 produces expected results
- Fixed ABM opacity behavior
- Constant textures are now a native node
- Fixed occlusion falloff for all Nuke lights (now matches Nuke ScanlineRender)
- Fixed missing 3D manipulator handles in viewer for all AtomKraft nodes with a transform.
- Changed subsurface scattering behavior in ABM, the sss effect increases by incrementing the “Subsurface” UI attribute (values over 1 are allowed)
- Fixed occlusion falloff for all Nuke lights (now matches Nuke scanlien render)
- Improved shadowing speed
- Fixed shadow samples on spotlights (proportional to solid angle)
- Moved material tree parsing into libAtom resulting into a lighter and snappier plugin
- New reflection code in ABM
- General refactoring of ABM
- General refactoring of the whole light shaders pipeline
- Fixed faceting on ABM
- Fix for ticket #44
- Fix AtomCard crashe bug #42
- Fixed a bug in Project3D.
- Fixed ‘aspect’ in AtomCard, added image aspect knobs
- Fixed crashs on reading certain RiAttribute
- Fixed a naming scheme bug in ATA
- The OSX build should work also on Mac OS X Leopard.
- Fixed ticket #32
- Fixed side effect that pixel samples and shading rate dropped to zero when overscan was nonzero.
- Using the Constant node as input in shaders/geometry has been speeded up.
- Output atomkraft.ini location to console.
- Fixed ABM opacity behaviour.
- Fixed a missing symbol in AtomCortex on OSX.Changed SSS mix behaviour in ABM, shifts from diffuse contribution, to diffuse contribution plus SSS contribution.
Known limitations
- AtomCortex is currently not available on Windows. Let us know if your studio uses Cortex on Windows.
- Deep Image compositing is not yet available, but we are working on it and will be added very soon.
- Currently we only provide a Nuke 6.3 version for Windows, 6.2 version will be soon provided.
AtomKraft 0.8.30
April 15th, 2011
Changes
- New Node: AtomCaptureMaterial - Work in progress version of our simple material capture node. Plug in a photo of a sphere sample of a real world material. Feedback welcome; check the AtomCaptureMaterial docs.
- New node: AtomLight — Work in progress version of our custom super light node. This is like a lighter’s toolbox. Shadows, blockers, gels, falloffs can all be plugged in to configure this. Not very useful so far since all co-shader are not yet present, just included in this build for giggles.
- New: Alembic support — Added support for reading Alembic files in AtomReadGeo. The timestamp of a file is now added to the node’s hash. This means that when a referenced file is changed on disk, the node automatically re-reads the file when queried the next time.
- Added support for smooth cards with handles in AtomCard. This works like a Nuke Card when type is set to ‘bicubic’.
- Fixed a threading bug which was causing hangs on some particular Mac systems (issue #36).
- Loading of AtomKraft built-in shaders will now result in an error message when loaded in AtomShader (as it is not supposed nor necessary to do so).
AtomKraft 0.8.0
March 29th, 2011
Changes
- New Node: AtomCard — Work in progress version of our card node. This is will support a bunch of things missing from Nuke’s Card node. Feedback welcome; check the AtomCard docs.
- New feature: per light shadow channels — Added support for per-light category contact shadow output channels in AtomRender.
- Some unneeded warning messages from 3Delight are now suppressed.
- Fixed texture conversion sometimes failing in interactive Nuke sessions or when downrez/proxy was < 1.
- Relative paths are now supported in AtomReadAsset. All paths not starting with a ‘/’ will be assumed to be relative to the current script’s location on disk.
- Relative paths are now supported in AtomreadGeo.
- Fixed orientation being ignored by the renderer in AtomReadGeo.
- Default orientation in AtomSphere now matches Nuke’s Sphere node 1:1.
AtomKraft 0.7.71
Changes
- Fixed several small memory leaks and unintialzed variables. AtomKraft now comes up clean in valgrind memcheck.
- Added orientation control in AtomReadGeo and AtomReadAsset. This allows flipping normals directly on the node, no AtomTagGeo node is required.
AtomKraft 0.7.65
Changes
- Added ATOM_DUMP_CONFIG environment variable and documentation.
- Fixed AtomRender always requesting a Studio license.
- Fixed AtomShader changing of menu items not refreshing the viewer
- Enhanced shader annotation type checking in AtomShader.
- Optimized Project3D to omit texture lookups for transparent parts of geometry. This should give a massive speed increase on scenes using lots of projections.
- Displacement texture values do not get clamped to 0..1 any more.
- Fixed a bug in FillMat in Nuke Scanline Render emulation node.
- Fixed wrong normal indexing for RIB geometry in AtomReadGeo.
- Fixed broken UVs for Houdini (B)Geo importer in AtomReadGeo.
AtomKraft 0.7.50
Changes
- Fixed missing UVs on geometry originating from RIBs imported by AtomReadGeo.
AtomKraft 0.7.48
Changes
- AtomSphere now is a unit sphere (radius = 1).
- Added missing handling of ‘menu’ annotation type from scalar shader types on AtomShader.
- Shader parameter changes are now persistent when the shader is reloaded.
- Fixed a broken option of AtomShader.
- Fixed a crash when AtomRender was rendering an archive while AtomReadAsset was reading this archive.
- Re-enabled AtomTagLight.
AtomKraft 0.7.31
Changes
- Fixed a crash when a license server was set in 3Delight’s rendermn.ini but a license could not be acquired.
AtomKraft 0.7.29
- Fixed a crash when a license server was set and running but a license could not be acquired.
- Fixed a crash when the Lanczos or adv. Mitchell-Netravali pixel filters were selected.
- Added support for centering assets on import.
- Updated licensing and installation documentation.
AtomKraft 0.7.19
- Fixed light direction being reversed on AtomTagLight nodes.
- Added license installation documentation.
AtomKraft 0.7.0 — Beta 2
February 18th, 2011
New nodes
AtomBasicMaterial
Physically plausible, energy conserving, importance sampled super material based on the Ashikhmin-Shirley BRDF; supporting:
- Diffuse
- Specular incl. reflections
- Specular anisotropy
- Displacement/bump
- Subsurface scattering
- Close integration with AtomEnvironment.
AtomEnvironment
Physically plausible, importance-sampled environment light supporting:
- Environment reflection (blurred based on resp. material settings)
- Smooth diffuse lighting
- Best results with AtomBasicMaterial but can be used with standard Nuke shaders
AtomReadAsset
- Asset reading, current only supports RIB (but soon Alembic too)
AtomTweakAsset
- Change attribute and shader parameter values ‘after the fact’ in any supported asset type
- Support for various RIB object indentifier layout styles, currently supported:
- 3Delight for Maya
- Houdini
- More RIB formats will be added based on demand/request; we are looking at adding support for 3Delight for Softimage and CityEngine RIB formatting soon
AtomSphere
- Perfect sphere geometry with sweep angle and start/end support.
AtomBoolean
- Render time boolean operations between Atom* geometry, so far only AtomSphere; AtomCard is next.
AtomCortex (Linux only for now)
Direct support for rendering of Cortex procedurals via AtomRender
Other New Stuff
- Support for Nuke’s RenderMan Refraction shader (Nuke 6.2+)
- Support for Nuke’s RenderMan Reflection shader (Nuke 6.2+)
- Support of Shadows from Nuke light nodes (Nuke 6.2+)
Licensing
- AtomKraft now requires its own AtomKraft license distributed by /*jupiter jazz*/
- New watermark
- Edited AtomKraft EULA to include a feedback clause. Other minor edits.
Documentation
- Rewritten and extended reference documentation
- New “rtfm™” knob (Read The Fucking Manual) on all nodes (yet another great idea from Jupiter)
- Added licensing info for Cortex, appleseed.foundation, Ubuntu font license, ilmbase, openexr etc.
- Draft docs for AtomShader JJ #pragma format.
- Updated icons to match Nuke 6.1+ style and look cleaner at 24px size
Architecture
- AtomKraft now links statically to the rendering library
Fixes & Addititions
General
- support for ATOM_INI env variable, this overrides any settings found in any atomkraft.ini files. For example: ATOM_INI=‘AtomKraft.licenseserver=localhost;AtomShader.hideExpr=^_.+$;’
- New icons reflecting Nuke 6.2 style
AtomRender
- There is now a scene scale in ‘metric conversion factor’
- Multiple AtomRender node in single script are now serialized, i.e. they do not render concurrently any more
- Added full support for missing camera parameters (window translate, scale and rotate) — this currently cannot be motion blurred
- Fixed a bug where the camera’s fov was calculated incorrect when a format with anamorphic pixel aspect was used
- Fixed proxy degradation range bug
AtomReadGeo
- Fixed importing of non-manifold geometries; the node now handles the most fucked up meshes humankind is known to have ever produced – with grace.
AtomShader
- Added support for direct on the fly conversio of Iop inputs in AtomShader into textures
- Added ‘texture’ annotation type support, AtomShader now accespts Iop connectionss as textures, works similar to ‘shader’ annotation type
AtomKraft 0.6 — Internal
- New shading pipeline (built on “Spectrum”)
AtomKraft 0.5 — Internal
- New on-demand, procedural, geometry pipeline (codename “Hattori Hanzo”)
AtomKraft 0.4 — Internal
- New “Assets” pipeline
AtomKraft 0.3.100 — End of Beta 1
- Fixed menu.py, double-checked it does not create any startup issues (please report if any)
AtomKraft 0.3.91
- Added shadow type support to light shaders and AtomTagLight node
- Reactivated renderer engine version info on AR and AS nodes
- Multi-threading improvements
- Implementation of ticket #104.
- A new AOV manager is now under the hood
- Fixed depth output in ‘Nuke ScanlineRender’ mode to match namely.
- Improved reference documentation
- Fixed a bug in obj grammar; used long marco identification instead of
- Short ones for AtomReadGeo header files.
- Changed docs to reflect AtomTag* node renaming
- Added RIB displacement bound attribute support when calculate geometry bounding box
- Added support for multiple polygons parsing in the same obj file
- Fixed AtomTagGeo and AtomTagParticle nodes to not flatten xforms anymore
- Renamed all Tag… nodes to reflect Nuke node naming conventions
- Basic RIB rendering functionality in AtomRender
- Improved fault tolerance in AtomRender if renderer DSO can’t be found
- AtomReadGeo added RIB importing support, currently: RiPointsPolygons. RiPointsGeneralPolygons, RiSubdivisionMesh, RiHierarchicalSubdivisionMesh, RiPoints and RiCurves are supported (“displacementbound” attribute not supported yet ).
- Added proxy degradation (resolves ticket #18)
- Fixed crashbug with disabled AtomParticleTag (resolves ticket #91),
- Added prophylactic code to avoid this in AtomGeoTag
- Dropped 32 bit OSX (let us know if you need it)
- Added Nuke 6.2
AtomKraft 0.3.18
- Naming fixes on ‘clear all’ caches button of AtomReadGeo
- Fixed trace motion not working as advertised (#93)
- Fixed OSX @loader_path in libAtom
- Switched on caching by default in AtomReadGeo (initial loading time yet to fix)
AtomKraft 0.3.10
- fixed the opacity (#83) and aspect bug (unlogged) on the Project3D shader.
- Added validate() call to convertToTexture(). This should fix ticket
- Fixed ‘Disappearing objects’ issue #78
- Added light co-shaders for area lights. Changed atom surface to reflect these changes as well
- Added square/rectangle, sphere, cylinder shapes.
- Work-in-progress LighTag icon
- Improved cache mechanism in AtomReadGeo
- Initial revision of Atom shaders (not public yet)
- Added initial revision of Atom AreaLight, AtomEnvironmentLight, AtomSurface
- Added GNU LGPL license to docs (required for OpenMesh lib dependency).
- Fixed bug of ticket #77, when AtomReadGeo works in points update mode, the points’ indices are fixed, they are now only read
- Fixed bug of ticket #74 (rebuild dynamic knobs feature broke in previous commits)
- Final node that still had premultiplication issues. This concludes the fix of #75
- Initial support for per-light AOVs. See ticket #62
- Optimized geo/bgeo parser (preallocate memory for points data)
- Fixed a bug in obj parser grammar.
- AtomShader — Preserved shader parameters’ order when build their Nuke knob user interfaces (ticket #70);
- AtomShader — Added automatically compile .sl source file(ticket #56, not finished).
- Improved compatibility for PRMan (AtomKraft Studio)
- Added a counter to record renderer status, to support switching renderers (reload/unload) (AtomKraft Studio)
- Rewrote Obj file parser by using boost spirit.
- AtomReadGeo — Rewrite AtomReadGeo, use OpenMesh for the underlaying data structure
- Replace GPD with custom parser.
- AtomShader - Fixed input connection labels (ticket #68).
AtomKraft 0.3
- Bumped release to 0.3
AtomKraft 0.2.133
- Improved geometry handling in AtomRender: should be *at least* twice as fast now!
- Added “contact_shadow” output channel (AOV)
- Speedup on point light shadowing by 200%
- Particle rendering support
- New node for setting particle attributes: AtomParticleTag
- More reference documentation
- Docs system fixes, theme improvements, icons
- Motion blur improvements and refactored controls
- Fixed error message when loading or duplicating AtomShader nodes
AtomKraft 0.2.119
- Improved co-shader support
- Fixed co-shader network walking
- Fixed shadow bias parameter and changed default to 0.1
- Added and improved icons
- Fixed linux installer script creating dangling symlinks
- Added shader headers to distribution
AtomKraft 0.2.108
- Fixed a bug in the ambient light
- Environment light now works as expected when in ‘Nuke ScanlineRender’ mode
AtomKraft 0.2.107
- Added support for subdivison surface boundary interpolation & normal control (i.e. flipping of normals) to AtomGeoTag & AtomRender
- Added cppdl to distribution; now shaders can be compiled with the
- shipped shaderdl
- Added shadow bias control for removal of eventual self-shadowing artifacts
- Renamed lib3delight to lib3delight-atom, this should avoid conflict with eventual existing 3Delight installation — this should fix the
- ‘Bus error’ crash some people were seeing on OSX
- Major refactoring & fixing of Nuke shaders
- Fixed environment light rendering in Nuke ScanlineRender compatibility mode
- Improved environment light rendering in ‘physically plausible’ mode
- Changed behavior of shadow samples switch (values now increment exponentially and shadows are off if samples are set to 0)
- Fixed alpha support for material inputs
- Added support for frame aspect correction Project3D shader
- Added progress messages
- Various documentation addition and changes
AtomKraft 0.2.94
- New build for Nuke 6.1 OSX 64bit (works with new plugin path)
- Added face_id channel
- Added 3delight engine version in AtomRender info button
- Fixed geometry disappearing when motion blur was off
- Fixed grid inkline rendering
- Fixed color and diffuse channels
- Fixed doubling up of geometry in AtomGeoTag
- Fixed color knob on phong shader Note: If Nuke6.1v2b1 installer does not create the /Library/Application Support/Nuke/6.1/plugin, just create it yourself and drag and drop the content of the DMG there.
AtomKraft 0.2.87
- New DMG installer for mac os x
- Fixed all AOVs in nuke materials
- Fixed nuke environment light
AtomKraft 0.2.81
- The following output channels are now supported: motion, point, normal, geo_id, shader_id, diffuse, glossy, specular.
- The materials should now render faster when only a ‘cheap’ output (some id, point, normal, motion etc.) is requested.
- If $ATOMKRAFT is empty and the default locations don’t exist, $NUKE_PATH is now analyzed to find AtomKraft and its dependencies.
- The Linux installer no longer has the highest found Nuke version selected for symbolic link creation. By default the resp. selection is now empty. The reason is that on Linux most people will prefer using NUKE_PATH, to make AtomKraft known to Nuke.
- The docs now come in both HTML and EPUB format (Linux only for the time being). EPUB can be viewed on most e-book readers. We suggest Calibre to transfer to your e-book reader device (works with Stanza on an iPhone/iPad/iPod Touch too).
- Fixed a race condition that could lead to deadlocks when interacting with AtomRender through a viewer.
AtomKraft 0.2
- Bumped version to 0.2
AtomKraft 0.1.67
- Completely re-factored display/plugin communication and thread-synchronization code. This needs testing by users!
AtomKraft 0.1.66
- The Linux version now has an installer script. It runs interactively by default. Try ./install –h for options.
- Initial documentation structure is there.
- Point– and spotlights now automatically do ray-traced area-shadows.
- The light diameter can currently only be set globally on the ‘Light & Shadow’ tab. Note that we still have to switch on
- trace:displacements when displacements are on. This is due to a bug in 3Delight.
- Fixed a bug with texture coordinates in material networks.
- Fixed UVs for all primitives (both built-in and external geo).
AtomKraft 0.1.65
- FillMat should now behave correctly when alpha < 1 (needs more testing)
AtomKraft 0.1.64
- Added fake ambient sky/ground shading
- Added depth computation types to the ‘Output’ tab
- Added alpha value support to FillMat
- Added support for global light diameter to create soft shadows (this currently only works for spotlights)
- Removed ‘trace shadows’ as this was interferring with soft shadows
AtomKraft 0.1.63
- libIex is linked statically on some platforms now
AtomKraft 0.1.62
- Output of (world space) _position_, _normal_ and (camera space) _depth_ works
- The ‘extreme blur sampling’ knob is now a slider, allowing for a speed vs quality tradeoff (1.0 = max. quality and slowest speed)
- Added ‘ambient shading’ knob (with tooltip) to switch ambient light behavior in standard shaders (BasicMaterial, Diffuse, Phong) between ‘physically plausible’ and ‘Nuke ScanlineRender’ (also known as “pixel dork mode”)
- Small display driver optimizations
- Fixed shutter efficiency (the opening value was calculated incorrectly)
- Added shutter efficiency tooltip
AtomKraft 0.1.59
- Fixed support for displacement
AtomKraft 0.1.43
- Added support for overscan
AtomKraft 0.1 — Beta 1
- Starting of Beta 1 phase, shared to 100+ beta testers
AtomKraft — Alpha
- First stable version, demoed at the Foundry in London, November 2010
