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Fix prims visibility during procedural updates (#1913)
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sebastienblor authored May 15, 2024
1 parent b6c2296 commit 54dc1d7
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1 change: 1 addition & 0 deletions CHANGELOG.md
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Expand Up @@ -11,6 +11,7 @@
- [usd#1908](https://github.com/Autodesk/arnold-usd/issues/1908) - Read deform_keys independently of the primvar interpolation
- [usd#1903](https://github.com/Autodesk/arnold-usd/issues/1903) - USD Writer should skip materials when the shader mask is disabled
- [usd#1906](https://github.com/Autodesk/arnold-usd/issues/1906) - Fix light filters assignment order in the render delegate to make it consistent with the procedural.
- [usd#1912](https://github.com/Autodesk/arnold-usd/issues/1912) - Procedural interactive updates don't consider primitives visibility

## [7.3.1.0] - 2024-03-27

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5 changes: 3 additions & 2 deletions libs/translator/reader/reader.cpp
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Expand Up @@ -1273,8 +1273,9 @@ bool UsdArnoldReaderContext::GetPrimVisibility(const UsdPrim &prim, float frame)
return false;
UsdArnoldReader *reader = _threadContext->GetReader();
// Only compute the visibility when processing the dangling connections,
// otherwise we return true to avoid costly computation.
if (reader->GetReadStep() == UsdArnoldReader::READ_DANGLING_CONNECTIONS) {
// or when updating a specific primitive.
// Otherwise we return true to avoid costly computation.
if (reader->GetReadStep() == UsdArnoldReader::READ_DANGLING_CONNECTIONS || reader->IsUpdating()) {
return IsPrimVisible(prim, reader, frame);
}

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