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Polygon Modeling ¶
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New
Attribute Sort SOP that sorts a selected component of an attribute with ascending or descending order.
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New
UV Flatten from Points SOP computes UV maps that measure distance and direction along a surface, which can be useful for applying masking, decaling, and surface traversal operations that are based on these attributes.
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New
Edge Relax SOP moves points around so the edges between them match those specified by the second input.
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New
Separate Pieces SOP offsets individual pieces of geometry identified by a unique string or integer attribute so they no longer spatially overlap.
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New
Split by Point Attribute SOP detects changes in a point attribute across adjacent edges and inserts new points along those edges. This is useful for separating regions of a mesh based on classification, segmentation, or partitioning information encoded in attributes.
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New
Topo Slide by Curve References SOP slides geometry from one region of a surface to another, guided by curve-based landmark pairs. It supports a high-accuracy sliding method that uses
Topo Transfer.
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Poly Bridge SOP and
Poly Extrude SOP can now generating UVs on sides.
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Poly Extrude SOP improvements:
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UI improvements for output groups.
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Better handling in edge groups with Preserve groups, and more intuitive handling of groups in general.
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Support for Polygon Soup primitives.
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Can generate UVs on sides.
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New
Unsubdivide SOP that constructs a polygon mesh to approximate the input geometry when you apply the Catmull-Clark algorithm.
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Ray SOP now has bidirectional option allowing testing rays in both forward and reverse directions. The Bidirectional Ray Result parameter lets you choose the closest or farthest hit.
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The following SOPs now have a mask parameter:
Peak SOP,
Soft Peak SOP,
Inflate SOP,
Flatten SOP,
Point Jitter SOP.
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Group SOP has improved performance to find unshared edges.
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Polyhinge SOP now has support for hinging (extruding) edge groups.
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The
UV Fuse SOP is now compilable (verbified).
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The
Polyreduce SOP now has a Limit Using Normal Deviation parameter that lets you limit the threhold for the normal deviation between a polygon in the input and any corresponding polygon in the reduced mesh.
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UV Layout SOP can now automatically pack UV islands into a contiguous range of UDIM tiles.
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Tet Conform SOP now has a toggle to disable the Max Tet Scale.
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Mask by Feature SOP now has an option to turn off self shadows when calculating ambient occlusion.
General ¶
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New Hide Other Objects (World) mode added which stays in world space.
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Hide Other objects renamed to Hide Other Objects (Local).
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Sculpting ¶
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New
Shot Sculpt SOP allows you to make corrections to an animation sequence using the toolset from the sculpt SOP.
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Sculpt SOP improvements:
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Option to sculpt along the surface distance instead of just the 3D distance
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Improved mask interface and options to allow for creating and managing multiple masks.
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New Blur and Sharpen mask options allow you to blur or sharpen the entirety of an active mask.
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Option to turn on and off View Clustered Geometry which allows you to sculpt only the clustered section improving sculpting performance.
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Additional brushes - Plow, Planar, Elastic Grab, Elastic Scale, Elastic Pinch, and Elastic Twist. These brushes are also available in the
Shot Sculpt SOP.
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Quad Remesher ¶
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Quad Remesh SOP now has localized manipulation of adaptivity using procedural or interactive methods.
Curves ¶
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New
Extract Contours SOP allows you to extract the contour edges of input geometry as viewed from a given perspective camera.
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Curve SOP improvements:
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Curve state now supports branched curves.
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Better support for branched curves. This includes creating, fusing, and splitting branches directly in draw mode from existing points or in the middle of curve segments.
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Volumes ¶
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Volume Visualization SOP now generates a single
volvis
dictionary attribute rather than a cloud ofvolvis
attributes. The viewport accepts either approach. Turning off Use Dictionary Attribute will restore the old behavior.
Heightfields and terrains ¶
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A completely new and fast
HeightField Erosion SOP creates more realistic terrains with hydraulic and thermal erosion.