Creation 1.0.32 has arrived!

February 6, 2013, Posted by Paul Doyle

Hi everyone – we’re pleased to announce that Creation Platform 1.0.32 is ready for download.

You can get the software from here

*IMPORTANT NOTE FOR UPGRADING FROM 1.0.31*

  • Due to some changes between versions, you must uninstall 1.0.31 before installing the new release.
  • Creation Platform now requires OpenGL 3.2 or later.

Thanks,

Team Fabric

1.0.32 Release notes:

Supported Platforms

  • Mac OS X is once again a fully-supported platform. The real-time renderer has been updated to use the OpenGL 3.2 profile, which is required for OS X support.
  • We now officially support a Windows 7 64-bit Python 2.6 build.
  • The other supported platforms have remained the same. The complete list is:
    • Windows 7 64-bit using Python 2.7
    • Windows 7 64-bit using Python 2.6
    • Windows 7 32-bit using Python 2.7
    • Ubuntu 12.04 (Python 2.7)
    • Ubuntu 10.04 (Python 2.6)
    • CentOS 6.3 (Python 2.6)
    • Mac OS X 10.7 “Lion” or later (Python 2.7)

Creation Platform Changes

 Real-time Renderer Framework

  • Avoid recomputation of valid render targets (for example: don’t recompute a shadow map if we orbit the camera)
  • Multiple fixes related to supporting dynamic pass changes (for example: from exposed pass options)
  • Support for Boolean and flags as input arguments of render callbacks, and boolean as shader params
  • Removed implicit construction of projection matrices (based on bounding volumes); now built explicitly by pass render function callbacks
  • Support for cube map render targets (used for point light shadows), including new ‘refineTextureTarget’ render pass statement
  • Octree queries for spheres and transformed bounding boxes
  • Improvement of the RTR documentation
  • All shaders are now updated to comply with OpenGL 3.2 profile.

 Real-time Renderer Passes and Shaders

  • Support for orthographic cameras
  • Shadows for all light types (directional, point and spot), including infinite lights, with various global controls exposed by the passes. Implementation of 3-level cascaded shadow maps for directional lights.
  • Adjustment of the near/far planes of cameras and shadow maps based on the view frustum and scene bbox for more precision
  • Integration of our SSAO and bloom in the standard passes. The effects themselves can be improved but provide a great example for the RTR
  • Per-instance support for culling and double-sided shading, including an option to revert the culling if negative scaling (like in some DCCs)
  • Reduction of deferred shading render target memory (Z (depth) instead of full positions + more optimal texture formats)

 Scene Graph

  • Refactoring of the lights in 3 python classes with improved construction options (PointLight, SpotLight and DirectionalLight)
  • The Image node class hierarchy was refactored to store pixels in a registered type. this makes querying of pixel values from within KL code easy. An example ‘Displacement Deformer’ was added that demonstrates deforming a mesh using pixel values.
  • The Alembic exporter has been updated and now supports a wider range of scenarios.
  • Refactored our reference interface system. Now each node maintains a list of InPorts and OutPorts. These can be used to navigate the graph and explicitly create connections between nodes.
  • Fixes to Curve Editor Framing, and background grid drawing.
  • A collection of minor bugs were fixed.

 DCC Integration

  • Support for Maya 2013 integration on Linux

 Licensing

  • RLM floating licenses are now per-host and not per-process. This is not a change in Creation Platform but rather in our license generation settings; any user who wants their previous floating license updated to be per-host instead of per-process can contact us.

 Creation Core Changes

  • CAPI: Add support for calls into Creation Core from different threads in the client
  • Fix optimized code cache on machines running in non-US locales
  • A few small Python client fixes that could cause crashes on invalid input.

Comments