Changelog
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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).