# 2021.12.0 - June 9, 2021

Environments

`Preview`, `Admin-FTS`

###

### Virtual Photographer

Composite assets are used to set up layered rendering to dramatically reduce the number of renders for complex products and to improve the performance for end users. Now, Composite assets have been decoupled from Catalog Items so that they can be reused with multiple Catalog Items.

Composite assets can be associated to Items using the the new Composite reference field on Catalog Items:<br>

<figure><img src="/files/9r77IrrU3J0QTPjTpIFZ" alt="" width="395"><figcaption></figcaption></figure>

Composite assets can be created from the Assets sections of the platform:<br>

<figure><img src="/files/Y9BbIz08BwpaGuWCcA4L" alt=""><figcaption></figcaption></figure>

Composite assets can be previewed with Catalog Items using the preview dropdown:<br>

<figure><img src="/files/inry8WziSKiEI3V6JvMn" alt=""><figcaption></figcaption></figure>

Attributes can be associated with Composite assets by going to the Logic tab and adding Global Attributes that are also associated with the Item(s). Then, the attributes can be associated with layers:<br>

<figure><img src="/files/IhN8KkejlkQBBSnhN0Bn" alt=""><figcaption></figcaption></figure>

Composite assets can use Logic for granular and dynamic control. For example, a Composite asset can behave differently depending on the Item that's referencing it:<br>

<figure><img src="/files/D2L7fAtiX4FdYg3UMt47" alt=""><figcaption></figcaption></figure>

Existing Composite assets

Existing Composite assets will continue to work and can be migrated to the decoupled Composite assets

###

### Editor

Meshes can now be merged in the Editor to simplify asset node structures. Nodes can be multi-selected using `shift` + `click`. Right click and select the `Merge meshes`.<br>

<figure><img src="/files/4jfhHVX7uRB5a2CjCMPg" alt="" width="563"><figcaption></figcaption></figure>

Merged meshes can be renamed:<br>

<figure><img src="/files/MYGPEUc2DjPfx7950lAv" alt=""><figcaption></figcaption></figure>

Merged meshes will appear at the bottom of the node tree:<br>

<figure><img src="/files/zjV3MNapDKJ83rB0z12d" alt="" width="446"><figcaption></figcaption></figure>

### Bugs/Cases

* GL6374 - On the preview asset page, the metadata is in edit mode even you didn't click edit button
* GL6972 - Get hiddenValues and dsiabledValues array back on attribute data
* GL6995 - Can't open the render page of an item, high CPU usage
* GL7034 - App call not taking existing query params into account
* GL7059 - 500 error when click Render button on an item
* GL7061 - Material Instances do not propagate Template Override correctly
* GL7068 - Metadata Rule in Assets don't work as expected
* GL7071 - The value with feet symbol ' can't be queried in datatables rules logic
* GL7078 - Data Table queries - Global Attributes not selectable using the UI in the where clause


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