Poiyomi Pro 10.0.0 Changelog
· 2 min read
This is the first release of 10.0.0 and is subject to change. You can download it now from pro.poiyomi.com by logging in via your Patreon account.
New Features
- Added a second normal map section because the details and detail normal section confused people.
Fixes & Improvements
- Packed map textures in the shader properly reset all the sub textures now
- There is more room horizontally in the UI now so there should be less getting cutoff when the inspector is thin
- Improved UV Tile Discard labeling by showing the UDIM Coordinates that they target
- The poiyomi right click menu has been simplified when right clicking a an object in the scene hierarchy
- Open in cross shader editor has been added to the poiyomi scene object right click menu
Inspector Changes
- The shader inspector no longer uses [HideInInspector] to hide things that could be animated by VRCFury
- A lot of white space has been removed from the UI making things generally more compact
- The cross shader editor inspector no longer looks broken
Glitter
- Glitter now optionally allows shapes to overlap https://fixupx.com/poiyomi/status/2004759009891611074
- Square Glitter shape has proper antialiasing
- Square Glitter shape now allows for random rotations
- Fixed a bug with square shape rotations randomly jittering
- Added Random Offset to hue shift for glitter
- Added Sprite sheet support https://fixupx.com/poiyomi/status/2005105388644106463
- Added pixel mode support under the shape texture dropdown
- Big time improved the linear emission type glitter
- There is now an approximate translation from lil to poiyomi glitter
Flipbooks (Gifs)
https://x.com/poiyomi/status/2007726827541058038
- Gifs now automatically set FPS.
- Gifs can now use the raycast positioning tools.
- Automatic aspect ratio can be enabled.
- Gif to flipbook creation now works on more than just Windows.
Outlines
- RGBA masking and decals now color the outlines when maintex blend is enabled
SSAO
- Intensity of 1 is now stronger and actually a good starting point
- It should appear more similar between vr, camera and desktop
- There's now an option to remove ao on super steep normals
- Should be resolution and fov independent
- I'm currently trying to solve the issues it has in the mirror
Depth Rim Lighting
- This has basically been rewritten at this point.
- It works in mirrors now
Grabpass
- It should appear more similar between vr, camera and desktop
- should be resolution and fov independent now.
