Fixed various issues where the Ocean Surface does not fit the rendering or preview
Ocean gets clipped both in the render and viewport if pixel aspect is set to a value lower than 1.0
Can't build ocean when the Invert Volume option is on
Cap mode with Invert Volume on renders as infinite surface
Wrong normals on the ocean stitching strip at certain camera angles
Meshing artifacts at the sim border when the ocean level is higher than the simulator
Broken ocean displacement when the camera is oriented exactly vertically
Wrong ocean meshing at low camera height
Ocean mesh is not visible on some frames
In Mesh render mode, the surface displacement works as if there is an ocean
Crash on render with enabled displacement but without a map
Imported ocean caches from Houdini can mesh with holes at the bottom
An additional colored mesh may show during rendering in mesh mode
The mesh is still rendered even if not renderable or hidden
The foam displacement does not match the liquid displacement
Foam Shader ignored the "Invert Cutter" option
Foam Shader caustics did not work if GI visibility is off
Local and distributed foam render buckets differ with Foam Shader size variation
Fixed multiple issues where random colored bubbles would appear during distributed rendering
Bubble mode with displacement produces white areas on the foam
Foam Shader pressure variation causes flickering in animation
Foam Shader did not read properly the Size and Age channels from Thinkbox Krakatoa's PRTLoader
No Motion Blur with Foam Shader rendering PRTReader particles from Phoenix FD
Foam sliding on inclined geometry is hidden by it during the rendering
The point shader produces different opacity when the image resolution is changed
The point shader produces very different renders in ortho
Container in Volumetric Geometry mode is not shaded in Multi Matte Element
Volumetric Heat Haze rendering mode does not render correctly
Frame blending does not work properly with adaptive grid
Loop playback of an adaptive grid cuts out portions of the grid
Inverted render Cutter cuts all the emissive lights outside it, instead of inside it
Wrong shading if emissive/diffuse/transparency source is set to 'texture' without actually providing one
Crash when rendering in mesh mode a simulator that was used as a cascade source for a fire/smoke simulator
Different buckets in distributed rendering mode with light cache
Can't exclude a Phoenix atmospheric from a V-Ray or 3ds Max light
The lighting render elements do not include the grid self-illumination with LC off
Black grid self-illumination with disabled scattering and very thick smoke
No grid self-illumination in geometry mode without light cache
The emissive lights construction is not thread safe
Emissive lights preprocess runs even when the atmosphere is disabled
Crash with emissive lights enabled and V-Ray's Hidden Lights option disabled
Crash while rendering with V-Ray RT if the additional lights are decreased
Crash when loading a cache while V-Ray RT is running
Motion blur remains the same length when varying the FPS in V-Ray RT
Rendering with motion blur and duration=0 will preprocess forever
Volumetric mode ignores the V-Ray object properties motion blur override samples
Simulator moving with camera renders with motion blur as if static
Moving simulator has no motion blur in Volumetric mode and clipped motion blur in Volumetric Geometry mode
Simulator does not render with motion blur, velocity channel, "play speed" set to 0 and "wind from movement" option turned on
Artifacts on the wall of the simulator when rendering liquids in "Isosurface" mode.
Noise on flat iso-surfaces created from textures
Fix preview and mesh mode for the Surface Texture
Fog correction produces improper blending with semi-transparent geometry
Reflected geometry misses Fire lighting in some buckets
Wrong rendering with V-Ray 3.0, geometry mode and other geometry inside the simulator
Crash when rendering with Defscanline with foam tint enabled
Crash with V-Ray Toon, VRayNormals and Volumetric Geometry