Previously, when using the OpenSubdiv Uniform algorithm to smooth a mesh in OpenGL or OpenGL Core Profile mode, the intersection of two meshes may render incorrectly. To obtain the fix for this issue, set the environment variable MAYA_VP2_USE_GPU_MAX_TARGET_SIZE to 1.Īdded support for Holdout Shadows bleed color to blend with image planeįixed a problem with locators not displaying properly after being moved offscreenįixed a gamma conversion issue with BC1_UNORM_SRGB DDS texturesįixed a problem with MSceneRender::postEffectsOverride being ignoredįixed a problem with offscreen hold out objects causing image planes to become invisibleįixed a crash with Viewport 2.0 when opening certain scene filesįixed a problem with ogsRender stuck rendering the same frame repeatedly Previously, over expanding the Maya UI would cause Viewport 2.0 to appear black or garbled when the viewport size exceeds 4k x 4k, and it was impossible to render images at a resolution greater than 4k x4k in Maya Hardware 2.0. Linux: Fixed a problem with the hotbox causing the viewport to refresh improperlyįixed a problem with MGeometryExtractor not handling properly named tangent / bi-tangent set from the API UV Editor: not all UV shells appear when geo selectedįixed a crash when unloading a reference to an nCloth with in-scene nConstraintsįixed a crash when saving scene assemblies containing.
![mental ray for maya 2016 sp6 mental ray for maya 2016 sp6](https://www.cgtsj.org/maya/software/2016/maya04.jpg)
Game Exporter: Fixed issue with missing text field for filenameįixed a problem with vertex color assignment being lost after multiple bevel operations To obtain the fix for this issue, set MAYA_FLOATING_POINT_RT_PLAYBLAST to 1. Previously, color management in Playblast lost data precision. overrideVisibilityįixed rounding errors when using bakeResults commandįixed a crash when using nParticles and DG parallel evaluationįixed a hang when exporting to FBX with bake enabled from a script
![mental ray for maya 2016 sp6 mental ray for maya 2016 sp6](https://nvidiamentalray.files.wordpress.com/2015/04/newrendermilapasses.jpg)
Fixed a problem with Viewport 2.0 not respecting.