There are often reams of small (and large) improvements and bug fixes between one release and the next. Sometimes a bug fix or improvement changes behaviour that improves things going forward, but makes old projects look different when loaded in the latest version. This guide presents a list of changes between version 0.9.20 and 0.9.21 to bear in mind if your project has visually changed in the latest release.

3D Object nodes that were included as part of an FBX/C4D scene are no longer visible

We fixed a bug which means that you may need to reselect the resources on your 3D Object / 3D Scene nodes to bring them back into view.

Imported animations have stopped working

We now support multiple animation sets in FBX files. In the Imported 3D Scene node you can choose the “Animation Set” in the attributes.

3D Primitives have disappeared, polygons have flipped or UVs have changed

Some 3D primitives have been re-oriented in order to be consistent with the rest, so they may need rotating by 180 degrees or the polygons flipping in order to bring them back into view.

Turbulence warp

The Animation Rate parameter now works. Set it to 0 to make it look static as it was before.

Blend modes on Generators

The “Blend” Blend Mode used to not function properly in the Generators nodes. This has also been fixed. To achieve the old behaviour: for each Generator node (Cells, Fractals Noise, Gradients, etc) connect a Colour Correction Node as a child, set Channel Switches to only to affect the alpha channel, and set the Alpha Blend mode to multiply.

Directional Blur direction has changed

The Directional Blur node’s Angle parameter now works using degrees instead of radians. Multiply your current value by (180/PI) to correct it.

Skyboxes and Environment Maps

Skyboxes are no longer work as environment maps. They used an incorrect filtering model, making them look wrong when roughness was adjusted in the material. Environment Map nodes use the correct model.
You should now apply all environment mapping using the Environment Map node. You can link the Environment Map node to the Skybox’s input to use the environment map on the sky box directly.

Fields and bounding boxes

Fields now correctly use their bounding box input to control the region of 3D space that is contained by the field. If you were using a bounding box node to transform the field it will now be in the wrong place. You can fix it by disconnecting the bounding box from the Field node and copying the transform from the Bounding Box node to the Field node’s transform.

Volumetric lighting

When the volumetric lighting node is used, in previous releases any lights with scattering enabled but that were disconnected from the Volumetric Lighting node would not show any scattering. This has now been fixed: lights that are not connected to the Volumetric Lighting node will use the simple scattering model instead. This may mean that scenes using Volumetric Lighting now see scattering from lights that were previously not showing any.

Multiple deformers on geometry

Normals are now correctly recomputed between each deformer on Primitive 3D nodes. If multiple deformers are chained and using “Normal” as the Displacement Direction parameter the results will have changed. Using “Planar” may solve this in some cases.

Textures in FBX/C4D scenes

We’ve made some fixes to the way texture files are located via paths. If your scenes now appear without textures, try replacing the resource and loading the asset from scratch again. There is now a dialog to help resolve missing textures.

3D Fields appear sharper

The advection mode on 3D fields has been changed to a better method which preserves much more detail (Maccormack Advection instead of regular BFECC). Field fluid simulations now retain detail better and appear sharper. If you relied on a blurry advection result before this may change the visual look of your scene.

Javascript changes

Previously, Javascript executed before the rest of the layer the node is in. It now runs inline with the processing of the node hierarchy. This allows inputs and outputs and values from other nodes in the graph to be used reliably, but may change behaviour for some scripts. This is of particular relevance when time is being manipulated – as the order of execution is relevant. If necessary, put the script in an empty layer that runs above the layer that needs its time manipulating, in order to force execution order.

Alpha blending and rendered alpha channels

We’ve made a number of fixes to make alpha channels rendered or exported from Notch look correct when transparencies are used in the scene. This may affect your existing projects if relying on the old, incorrect behaviour.