Nano X

Release Notes

Release Notes

2.0.0.3 [beta]

March 13th, 2026

  • Fixed extinction slider to correctly affect scene darkening for a 'thickness' effect.

    • It was just controlling density before

  • Moved 'Point Cloud Render'-related params into a "Scene Mapping" group

  • Slight camera trajectory improvements

  • (Windows) Fixed error where older Nvidia GPUs got an command queue error

2.0.0.2 [beta]

March 10th, 2026

  • Added Haze Bounds group to World Space

    • Lets the user omit scattered light from regions of the world

  • (macOS) Fixed bug where 'Mark Source' didn't work in Screen Space volumetric light

  • (Windows) More fixes to address Multi-Nvidia GPU setups

2.0.0.1 [beta]

March 2nd, 2026

  • Added lightweight 'Faster' model for scene reconstruction

    • Loads and performs significantly faster than the 'Better' model at the cost of accuracy.

  • Fixed bug where the scene reconstruction wouldn't trigger until you move the playhead.

  • [CUDA]

    • Fixed 'Source Proximity Limit' parameter not working in 3D Volumetric Light

    • Addressed naive depth map issues when using older Nvidia GPU's

    • Fixed instant errors occurring with some multi-GPU setups

2.0.0.0 [beta]

February 26th, 2026

  • Nano X Beta Release! (CUDA/Metal only)

    • Introduces 3D Scene Reconstruction for World Space light scattering

      • Air Disturbance group to create haze texture

      • 3D Volumetric Light Group to create light rays anchored in world space

      • Virtual Light Group to scatter light from a world space location

  • Slightly improved depth map accuracy (matches Resolve's Depth map now)

1.1.4.1

August 1st, 2025

  • Experimental OpenCL Release! (Windows Only)

    • Now supports AMD GPU's

    • Stable depth estimation is significantly slower

  • (macOS) Addresses issue where 'Source Position' in the Volumetric Light suite wouldn't move.

  • Minor performance/stability improvements

1.1.3.5

July 16th, 2025

  • (Windows) Fixed critical depth estimation errors in Naive mode

  • (macOS) Improved memory efficiency and stability when rendering stable depth maps

1.1.3.4

July 12th, 2025

  • (Windows) Significant increase in naive depth estimation

  • (macOS) Improved error handling

1.1.3.3

July 4th, 2025

  • Unlocked the Fusion tab!

    • Notes:

      • Consumes significantly more memory when rendering stable depth map compared to the Color/Edit tabs and may be slower.

      • Currently can't accept an external depth map like the Color tab can.

  • Stable Depth Map now uses a single frame as a reference to normalize depth for the entire clip.

    • This keeps depth consistent as closer objects move in and out of the frame.

    • Now includes a 'Set Reference Frame' button to set it manually.

  • Significant speed increase when using volumetric light.

  • Fixed memory allocation error on macOS.

  • Stability improvements

1.1.3.1

June 21st, 2025

  • Stability and memory optimizations for rendering stable depth maps

  • Fixed 'Failed to Load' error on Windows machines

1.1.3

June 16th, 2025

  • Significant performance improvement on both platforms

    • 17-22 fps at 4K (w/ pre-rendered depth estimation)

  • Reorganized depth controls

  • Safer resource management for complex GPU setups

  • Improved guards against unsupported hardware

  • Created 'Debug Mode' for verbose logging

  • Better compatibility across windows setups

1.1.2

June 10th, 2025

  • Renamed button to "Render Stable Depth Map"

  • Stability improvements on both platforms

  • Improved diagnostics and debugging assets

1.1.1

June 2nd, 2025

  • Stability improvements on both platforms

  • Improved diagnostics and debugging assets

1.1.0.2

May 29th, 2025

  • Complete depth suite rewrite.

    • Got rid of the larger, slower models

    • Much faster and relies on pre-rendering for stable results.

      • Introduced 'Feather Gamma' parameter

  • Addressed stability issues on both platforms

  • Split haze methods to Highlight/Ambient


1.0.0 Beta

April 8th, 2025

  • First Beta Release!

2.0.0.2 [beta]

March 10th, 2026

  • Added Haze Bounds group to World Space

    • Lets the user omit scattered light from regions of the world

  • (macOS) Fixed bug where 'Mark Source' didn't work in Screen Space volumetric light

  • (Windows) More fixes to address Multi-Nvidia GPU setups

2.0.0.0 [beta]

February 26th, 2026

  • Nano X Beta Release! (CUDA/Metal)

    • Introduces 3D Scene Reconstruction for World Space light scattering

      • Air Disturbance group to create haze texture

      • 3D Volumetric Light Group to create light rays anchored in world space

      • Virtual Light Group to scatter light from a world space location

  • Slightly improved depth map accuracy (matches Resolve's Depth map now)

1.1.4.2

August 25th, 2025

  • Added ability to set the depth map cache to a custom location on the disk

    • To customize: Open the Plugin Manager->Nano->Options->Change Cache Location

  • Addressed crashing on multi-GPU setups

  • (Windows) Fixed pixelation of volumetric light

  • Minor performance/stability improvements

1.1.4.1

August 1st, 2025

  • Experimental OpenCL Release! (Windows Only)

    • Now supports AMD GPU's

    • Stable depth estimation is significantly slower

  • (macOS) Addresses issue where 'Source Position' in the Volumetric Light suite wouldn't move.

  • Minor performance/stability improvements

1.1.3.5

July 16th, 2025

  • (Windows) Fixed critical depth estimation errors in Naive mode

  • (macOS) Improved memory efficiency and stability when rendering stable depth maps

1.1.3.4

July 12th, 2025

  • (Windows) Significant increase in naive depth estimation

  • (macOS) Improved error handling

1.1.3.1

June 21st, 2025

  • Stability and memory optimizations for rendering stable depth maps

  • Fixed 'Failed to Load' on some Windows machines


1.1.3

June 16th, 2025

  • Significant performance improvement on both platforms

    • 17-22 fps at 4K (w/ pre-rendered depth estimation)

  • Reorganized depth controls

  • Safer resource management for complex GPU setups

  • Improved guards against unsupported hardware

  • Created 'Debug Mode' for verbose logging

  • Better compatibility across windows setups


1.1.2

June 10th, 2025

  • Renamed button to "Render Stable Depth Map"

  • Stability improvements on both platforms

  • Improved diagnostics and debugging assets

1.1.1

June 2nd, 2025

  • Stability improvements on both platforms

  • Improved diagnostics and debugging assets


1.1.0.2

May 29th, 2025

  • Complete depth suite rewrite.

    • Got rid of the larger, slower models

    • Much faster and relies on pre-rendering for stable results.

      • Introduced 'Feather Gamma' parameter

  • Addressed stability issues on both platforms

  • Split haze methods to Highlight/Ambient


1.0.0 Beta

April 8th, 2025

  • First Beta Release!

1.1.3.3

July 4th, 2025

  • Unlocked the Fusion tab!

    • Notes:

      • Consumes significantly more memory when rendering stable depth map compared to the Color/Edit tabs and may be slower.

      • Currently can't accept an external depth map like the Color tab can.

  • Stable Depth Map now uses a single frame as a reference to normalize depth for the entire clip

    • This keeps depth consistent as closer objects move in and out of the frame.

  • Significant volumetric light performance.

  • Fixed memory allocation error on macOS.

  • Stability improvements

2.0.0.1 [beta]

March 2nd, 2026

  • Added lightweight 'Faster' model for scene reconstruction

    • Loads and performs significantly faster than the 'Better' model at the cost of accuracy.

  • Fixed bug where the scene reconstruction wouldn't trigger until you move the playhead.

  • [CUDA]

    • Fixed 'Source Proximity Limit' parameter not working in 3D Volumetric Light

    • Addressed naive depth map issues when using older Nvidia GPU's

    • Fixed instant errors occurring with some multi-GPU setups

2.0.0.3 [beta]

March 13th, 2026

  • Fixed extinction slider to correctly affect scene darkening for a 'thickness' effect.

    • It was just controlling density before

  • Moved 'Point Cloud Render'-related params into a "Scene Mapping" group

  • Slight camera trajectory improvements

  • (Windows) Fixed error where older Nvidia GPUs got an command queue error