Houdini Main Changelogs
| 21.0.609 |
(HISM will be more costly than regular instancers for Nanite meshes)
|
yesterday | |
| 21.0.609 | Meshes in HoudiniVK now update accordingly when normals are added to or removed from them. |
yesterday | |
| 21.0.609 | Fixed a bug on the hand component where the fingers where not created when using a suffix for the body side indicator. |
yesterday | |
| 21.0.609 | USD Preview Materials with opacity maps are now properly flagged as transparent in the viewer. |
yesterday | |
| 21.0.609 | Fixed an issue in the SOP Import LOP which could cause slow performance if there were many name conflicts to be resolved (for example, many agents which had duplicate values for the name or path attribute). |
yesterday | |
| 21.0.608 | Fixed a Linux-only bug where hython failed to preserve some Utf-8 characters found in command-line arguments (i.e. sys.argv). |
Mon. January 26, 2026 | |
| 21.0.608 | Geometry lights can now be applied on objects that are partially opaque (Karma CPU only). Environment variable KARMA_GEOLIGHT_PARTIAL_OPACITY must be set to 1 to enable this feature. |
Mon. January 26, 2026 | |
| 21.0.608 | PackedUSD primitives now correctly cull in the viewport. |
Mon. January 26, 2026 | |
| 21.0.608 | Fixed a bug where diffuse component of Karma Hair or Karma Fur shader produces grainy artifacts on flat ribbon curves. This also addresses shading artifacts on default shader at near grazing angles where shading normals may face away from camera. |
Mon. January 26, 2026 | |
| 21.0.608 | Add support for textured materials to shaded curves. Also fixes some viewport rendering errors that could occur when a polygon surface and curve share a textured material, due to shader layout mismatches |
Mon. January 26, 2026 | |
| 21.0.608 | Fixed a bug in the lookat component where the control are missing. |
Mon. January 26, 2026 | |
| 21.0.607 | Fix data race when evaluating the number of multiparms in parallel if it happens to not match the existing number of instances. This fixes spurious crashes in these particular scenarios; eg. cooking an Attribute Wrangle SOP that evaluates a ramp that has channel references to non-existent nodes. |
Sun. January 25, 2026 | |
| 21.0.607 | Fix python error when have a Rig Tree with a LOP Network node selected. |
Sun. January 25, 2026 | |
| 21.0.606 | XPU: Fix incorrect Camera Window mapping when applying Data Window |
Sat. January 24, 2026 | |
| 21.0.605 | Fixed a bug in the Karma Cryptomatte LOP where the render product wasn't being added to the render settings prim when in "Create Render Product" mode. |
Fri. January 23, 2026 | |
| 21.0.605 | Add support for syncing licenses using sesictrl. |
Fri. January 23, 2026 | |
| 21.0.605 | Fix the dsmpixel() VEX function so it properly reads the Pz channel. |
Fri. January 23, 2026 | |
| 20.5.853 | Fix the dsmpixel() VEX function so it properly reads the Pz channel. |
Fri. January 23, 2026 | |
| 21.0.605 | Fixed a bug in outlines rendering where `export_outline_thickness` shader export with value of 0 would incorrectly be interpreted as 1. |
Fri. January 23, 2026 | |
| 21.0.605 | Fix issues in hou.Tool HOM functions, including a potential crash and wrong tool reference after setting a new name that collides with an existing tool. |
Fri. January 23, 2026 | |
| 20.0.1324 | Fix a bug in the Vellum Solver with sliding Attach to Geometry constraints, when the Sliding Method was set to Traverse Polygons or Traverse Triangles. |
Thu. January 22, 2026 | |
| 20.5.852 | Fix a bug in the Vellum Solver with sliding Attach to Geometry constraints, when the Sliding Method was set to Traverse Polygons or Traverse Triangles. |
Thu. January 22, 2026 | |
| 21.0.604 | Fix a bug in the Vellum Solver with sliding Attach to Geometry constraints, when the Sliding Method was set to Traverse Polygons or Traverse Triangles. |
Thu. January 22, 2026 | |
| 21.0.604 | Fixed a bug on the Lookat component where the keep driven toggle wasnt doing anything. |
Thu. January 22, 2026 | |
| 21.0.604 | Fixed a bug that could cause the SOP Import LOP to process agents in an inconsistent order on each frame. If the agents didn't have a name / path attribute, this could cause the automatic prim naming (e.g. obj_1, obj_2, ...) to vary over time and produce unexpected results when caching a frame range. |
Thu. January 22, 2026 |