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  3. 2021.9.27.743 - New LogiX Color nodes, recalculating blendshape normals/tangets

2021.9.27.743 - New LogiX Color nodes, recalculating blendshape normals/tangets

Hello everyone! Sorry for few new builds, we're wrapping up stuff on The Universe experience and working on some more internal stuff, but here's a bunch more small goodies!

Interactive Camera now has linear interpolation mode! There's also a whole bunch of new LogiX nodes for working with Colors! And you can now recalculate normals and tangents of blendshapes on your meshes directly in Neos!

I've done a few tweaks to asset variant processing, so mesh variants (e.g. colliders) should no longer get held up by texture processing and if you have lots cores you should get a bit more parallelization too - though it's something we might need to tune, as it can impact main performance negatively.

Anyway, hope these help you out a bunch! Also note that there's a new datatype that you can see "colorX". This is work in progress for the Color Management update, please don't use it yet, otherwise your stuff might break!

[h2]New Features:[/h2]
- Added Linear Interpolation to Interactive Camera (requested by @orange, GH #3082)

- Added new LogiX nodes for color blending (based on request by @TheBasementNerd (she/her), GH #3077)
-- Additive Blend, Multiplicative Blend and Soft Additive Blend
-- Alpha Blend has better handling for out of range values
-- All blend nodes are now in "Blending" subfolder in Color
- Added Luminance node for Colors (based on implementation by @Geenz | Graphics Programmer)
- Added Invert LogiX node for Colors (GH #3077)
- Added LogiX nodes for quickly overriding/multiplying color channels (both in RGB and HSV spaces) under Color/Channels (based on GH #3077)
-- Set R, G, B, A, Hue, Saturation and Value
-- Multiply R, G, B, RGB, A, Hue, Saturation and Value
- Added inspector options for recalculating blendshape normals and tangents (requested by @Modern and @Enverex, GH #3075)
-- "Recalculate Blendshape Normals"
-- "Recalculate Blendshape Normals (smooth shading)"
-- "Recalculate Blendshape Tangents (Mikktspace)"
-- Note that the base mesh normals/tangents should be calculated using same method/algorithm, otherwise the blendshape normals/tangents can be severely distorted in some cases

[h2]Tweaks:[/h2]
- SessionCaptureThumbnailSource overlay will only work if it has under 25 % coverage
-- This could be either fully covered with at most 25 % alpha or 100 % alpha covering less than 25 % of the image
- Batch converting materials in the world undo step is now batched into a single undo step, instead of each replacement being a separate step (based on discovery by @Snooper)
- When importing .blend files by using Blender install on the system, Neos now exports those files to .glb instead of .fbx for better compatibility (based on issue by @runtime, GH #2909)
-- If this causes too many issues, let us know and we can potentially switch it back. But please note that you can still manually export to .fbx from Blender if you really need to
- Added new Universe locale strings

- Merged Korean locale additions by @MirPASEC
- Merged Japanese locale additions by @Aesc/あすく
- Merged Russian locale additions by @Shadow Panther [RU/EN, UTC+3]

[h2]Optimizations:[/h2]
- Split asset variant generator workers to one for textures and one for other assets, so they can run in parallel, resulting in faster processing when importing (based on feedback by @SHFR_H, GH #3078)
- Number of asset variant generator threads now scales with number of cores in the system, resulting in asset variant generation speedups on systems with many cores
-- The system will try to use a quarter of available cores for general assets and eighth for textures
-- Note that the texture asset variant generation is already multithreaded, this only affects the number of parallel tasks (with each being multithreaded)
-- If you notice stutters, please let us know and we can tweak these parameters some more

[h2]Security:[/h2]
- Improved cloud API session data validation

[h2]Bugfixes:[/h2]
- Fixed String Insert node returning null when index equals length of the input string (reported by @Banane9 and @Ukilop, GH #3065)

Important notes:
- This build contains a new colorX datatype in preparation for the Color Management update by @Geenz | Graphics Programmer.
-- This datatype is currently NOT supported!
-- Be advised that if you use it before the official release, your content might break.
-- Please keep using the standard color datatype until a further annoucements.