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June 29, 2026

🔨 Added support for boundary preservation factor fixing boundaries during decimation so they do not get decimated at all


⚡ USD exports now always specify an up axis explicitly
⚡ USD exports now define the node under which materials are defined as type Scope instead of undefined

May 27, 2026

🔨 USD export can now export tris and quads if there are per triangle materials
🔨 Triangle to quad conversion should now be more robust against duplicated vertex data
🔨 Splitting by material more consistently ensures that there are no multiple materials on a mesh


⚡ Fixed Cylinder UV unwrap scale setting not working properly
⚡ Fixed possible incorrect scaling of charts when unwrapping multi-material meshes
⚡ Fixed atlasFactor being ignored in some cases

April 24, 2026

🔨 Conversion of multiple UV atlases to UDIM layouts should now be possible for multiple meshes without first flattening them into one

April 23, 2026

🔨 Winding order repair with a decision per lump will now remove duplicate vertices first
🔨 More robust conversion of multiple UV atlases to UDIM layouts

April 20, 2026

✨ Experimental feature to convert multiple generated UV atlases into a UDIM layout
✨ Experimental feature to store metadata extracted from CAD files in USD (disabled by default)


🔨 Filling of circular surface holes now takes node scaling into account
🔨 UV packing is now more robust against degenerate UV triangles
🔨 Removing of triangles with non-finite coordinates is now more consistent
🔨 USD import was made more robust against malformed inputs
🔨 Loading images was made more robust against malformed inputs
🔨 USD export will not produce empty UV primvar indices anymore and set vertex interpolation in these cases
🔨 Display color conversion to material values will now only take effect if there are no basecolor or diffuse values or textures in input


⚡ Fixed normal issues with solid hole defeaturing
⚡ Fixed issues in triangle to quad conversion
⚡ Fixed USD export of skinned animation not properly working for some other tools
⚡ Fixed USD exports of skinned animations not working properly in some cases

March 10, 2026

✨ New feature: convert triangles to quads on export (OpenUSD)
✨ New feature (preview): remove circular solid holes
✨ New feature (preview): remove circular surface holes
✨ New projection mapping options: sphere, cylindrical and flat unwrapping for UV generation


🔨 Cube unwrapping UV charts are now packed with regard of respective 3D orientation
🔨 Cube unwrapping UV charts now have a consistent 3d mesh space to UV space mapping to U
🔨 OpenUSD export for assets with an unused UV set now export it if circumstances allow
🔨 Added support for rigid animation import from USD files
🔨 Occlusion culling per lump decision now also covers instanced meshes
🔨 Winding order repair does not force recomputing normals for the whole asset anymore
🔨 Added an optional system setting to restrict allowed inputs to specific file format extensions


⚡ Fixed an issue in removing triangles from meshes with quads
⚡ Fixed a rare crash condition during UV packing

January 30, 2026

🔨 Improved handling of instanced meshes in USD imports
🔨 Improved handling of meshes with multiple materials during vertex cache optimization
🔨 For USD exports, meshes will now be flagged as double sided if any of their materials are double sided
🔨 Cube unwrapping will now preserve some mesh properties like normals that were removed and recomputed before
🔨 Packed cube unwrapping can now be used as an option in all UV generation contexts
🔨 Packed cube unwrapping does not perform non-uniform scaling during packing anymore
🔨 Visibility of mesh lumps will now take triangle areas into account


⚡ Fixed a rare crash issue in OBJ import
⚡ Fixed an issue that could cause errors when reading GLTF animation buffers
⚡ Fixed a rare crash when optimizing with filesize constraint
⚡ Fixed an issue when exporting meshes with multiple materials to OBJ files
⚡ Fixed an issue in USD imports with multiple materials on meshes resulting in one triangle with wrong material
⚡ Fixed possible incorrect texture filename extensions on export, when copying original textures
⚡ Fixed skinned animations not working on USD export

November 14, 2025

✨ New feature: imposter cloud generation
✨ New Scene Edit section with part selection/filtering by name for targeted processing
✨ Added support for EXR and TIFF files (values above 1.0 are clamped for now)
✨ New "custom" CAD tessellationResolution coming with 3 customizable tessellation settings:

  • maxSurfaceDeviation
  • maxAngle
  • maxEdgeLength

🔨 Initial support for USD imports to identify and handle UDIM textures by creating multiple materials as needed
🔨 Cube unwrapping workflows now support packing the generated UV charts
🔨 Support for baking and exporting 16 bit normal maps in PNG format
🔨 Added new extra coarse and extra fine tessellation options for CAD imports
🔨 For FBX imports with absolute texture paths that cannot be found, local files under the current directory will be searched for the same filenames


⚡ Account file paths with non-ASCII characters should now work on Windows

September 23, 2025

🔨 Importing USD meshes with polygons with more than 4 vertices should now not drop UVs anymore


⚡ Fixed an issue where normal maps were removed if they were scaled negatively
⚡ Fixed an issue where full flattening left materials unmerged if there was no decimation
⚡ Fixed an issue where baking holes to alpha channels did not work for non-textured inputs
⚡ Fixed an issue that prevented UV atlas generation to work via 3dEdit settings
⚡ Fixed an issue where vertex colors were both baked and kept
⚡ Fixed an issue where USD material imports might end up with wrong default values
⚡ Fixed an issue where untextured meshes with vertex colors were not properly baked
⚡ Fixed a crash from wrongly typed animation inputs
⚡ Fixed issue that could lead to incomplete STL exports

August 22, 2025

🚧 Prototype support for Autodesk Standard Surface materials in FBX import and export
🚧 Prototype support for vertex colors import from and export to FBX
🚧 Prototype support to strip Maya style namespaces (with colons) from nodes and materials during FBX import


🔨 Exported JPEGs of one channel textures should now report as 8 bit images


⚡ Fixed AO baking being skipped for some non-textured assets
⚡ Fixed a rare case of extremely long unwrapping times for meshes with very specific properties
⚡ Fixed an issue that could cause a crash when using large packingPixelDistance values
⚡ Fixed a crash when reading USD containing empty position buffers