There are often reams of small (and large) bug fixes between one release and the next. Sometimes a bug fix 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 0.9.21 and 0.9.22 and advises what you might need to do bring your scene back to it’s original intent.

Sky Light brightness is brighter

The Sky Light brightness has been adjusted to make it more accurate and balanced with ray traced lighting. You may find your Sky Light lit scenes are brighter by default.

Materials : Smoothing Angles now work

While the materials did have a Smoothing Angle attribute, it previously had no effect. This is now fixed and you will need to set a smoothing angle that is appropriate for your material. Diffuse lighting may look broken without setting this.

Environment Map & Screen-Space Reflections orientation

We’ve corrected the orientation of Environment Maps and Screen-Space Reflections to match Skybox, Sky Light and the new raytracer. You may need to go back and change the orientation in these two nodes.

Post FX : Warping : Stretch – Rotation is now in degrees

The Rotation value previously was in radians and is now in degrees. You may need to update your values accordingly.

Fixed OSC command: /notch/transport/time

Previously, when setting playhead time via OSC you had to set it in hundredths of a second. Now the command accepts seconds. If you are using this command you will need to update your source sender.

Particle Emitters: Max Emitters Per Vertex

If your Spawn Mode is Vertices or Vertices – Follow Edges, then this new attribute caps the number of particles emitted from a single vertex that can be in flight at any given time. By default, it is set to 10,000. If you are emitting an awful lot of particles, you may need to increase this number.

Small tweak to how Roughness Textures are handled

Previously we treated material roughness textures as having Gamma 2.2. We now treat them as being linear. If you are using a roughness texture, you may notice a small difference.