April 24, 2026
🔨 Conversion of multiple UV atlases to UDIM layouts should now be possible for multiple meshes without first flattening them into one
🔨 Conversion of multiple UV atlases to UDIM layouts should now be possible for multiple meshes without first flattening them into one
🔨 Winding order repair with a decision per lump will now remove duplicate vertices first
🔨 More robust conversion of multiple UV atlases to UDIM layouts
✨ 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
✨ 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
🔨 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
✨ 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:
🔨 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
🔨 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
🚧 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
✨ New setting and default behavior for cube unwrapping during material replacement, now considering node transformations
✨ New optional setting to convert USD display colors to vertex colors or material values
✨ New initial support for importing USD shader node graphs, resolving missing textures from 3ds Max exports
✨ New initial support for merging and repairing meshes that share common borders
✨ New USD exports now use multiple indices for mesh attributes where appropriate, with a new setting to force single indexing
✨ New repair settings to recompute winding order based on triangle visibility
✨ New per-lump control for winding order repair based on visibility
✨ New decimation logic to preserve borders of non-flattened assets
✨ New behavior to compute decimation deviation for non-flattened assets across entire mesh
🔨 Updated CAD libraries to latest version with multiple improvements
🔨 Upgraded Draco (de)compression support to latest version
🔨 Improved preservation of USD structure, including mesh and material names
🔨 Improved baking of holes to alpha transparency
⚡ Fixed issues related to baking of non-flattened assets
⚡ Fixed issue with importing UV sets from USD that could prevent UVs from loading
⚡ Fixed export texture name prefix setting having no effect
⚡ Fixed issue that could cause USD export to hang
⚡ Fixed issue that could incorrectly detect normalmap scale as zero