Houdini Main Changelogs

7.2.194

Spare parameters now appear in there own tab in the node dialog. This tab will not be visible unless at least one spare parameter exists. The 'Add Spare Parm' button has moved to the control bar containing all Jump-to-key and Presets button, which is now permanently open.

Wed. March 30, 2005
7.2.194

Spare parameters now appear in there own tab in the node dialog. This tab will not be visible unless at least one spare parameter exists. The 'Add Spare Parm' button has moved to the control bar containing all Jump-to-key and Presets button, which is now permanently open.

Wed. March 30, 2005
7.2.194

Spare parameters now appear in there own tab in the node dialog. This tab will not be visible unless at least one spare parameter exists. The 'Add Spare Parm' button has moved to the control bar containing all Jump-to-key and Presets button, which is now permanently open.

Wed. March 30, 2005
7.2.194

Spare parameters now appear in there own tab in the node dialog. This tab will not be visible unless at least one spare parameter exists. The 'Add Spare Parm' button has moved to the control bar containing all Jump-to-key and Presets button, which is now permanently open.

Wed. March 30, 2005
7.2.194

Parms in VEX and OTLs can now be optionally have hard locked ranges. In addition to setting the UI range of a slider, a hard range clamps the parm value at the range value. The hard lock is specified on each range value, so they may be set separately.

In the Type Properties dialog, hard ranges are set using the two lock buttons beside the Range fields.

For VEX, use the vex '#pragma range' and append a ! character to the range value to make it a hard range value. (ie, '#pragma range gamma 0! 10'). This also works for .ds files ( 'range 0! 10' ).

Wed. March 30, 2005
7.2.194

Parms in VEX and OTLs can now be optionally have hard locked ranges. In addition to setting the UI range of a slider, a hard range clamps the parm value at the range value. The hard lock is specified on each range value, so they may be set separately.

In the Type Properties dialog, hard ranges are set using the two lock buttons beside the Range fields.

For VEX, use the vex '#pragma range' and append a ! character to the range value to make it a hard range value. (ie, '#pragma range gamma 0! 10'). This also works for .ds files ( 'range 0! 10' ).

Wed. March 30, 2005
7.2.194

Parms in VEX and OTLs can now be optionally have hard locked ranges. In addition to setting the UI range of a slider, a hard range clamps the parm value at the range value. The hard lock is specified on each range value, so they may be set separately.

In the Type Properties dialog, hard ranges are set using the two lock buttons beside the Range fields.

For VEX, use the vex '#pragma range' and append a ! character to the range value to make it a hard range value. (ie, '#pragma range gamma 0! 10'). This also works for .ds files ( 'range 0! 10' ).

Wed. March 30, 2005
7.2.194

Parms in VEX and OTLs can now be optionally have hard locked ranges. In addition to setting the UI range of a slider, a hard range clamps the parm value at the range value. The hard lock is specified on each range value, so they may be set separately.

In the Type Properties dialog, hard ranges are set using the two lock buttons beside the Range fields.

For VEX, use the vex '#pragma range' and append a ! character to the range value to make it a hard range value. (ie, '#pragma range gamma 0! 10'). This also works for .ds files ( 'range 0! 10' ).

Wed. March 30, 2005
7.2.194

Parms in VEX and OTLs can now be optionally have hard locked ranges. In addition to setting the UI range of a slider, a hard range clamps the parm value at the range value. The hard lock is specified on each range value, so they may be set separately.

In the Type Properties dialog, hard ranges are set using the two lock buttons beside the Range fields.

For VEX, use the vex '#pragma range' and append a ! character to the range value to make it a hard range value. (ie, '#pragma range gamma 0! 10'). This also works for .ds files ( 'range 0! 10' ).

Wed. March 30, 2005
7.2.194

Removed some inconsistency in the order of traversal of tree nodes when clearing or setting the selection of a subtree by always using a forwards traversal. This should have no impact on the current behaviour of any trees.

Wed. March 30, 2005
7.2.194

Removed some inconsistency in the order of traversal of tree nodes when clearing or setting the selection of a subtree by always using a forwards traversal. This should have no impact on the current behaviour of any trees.

Wed. March 30, 2005
7.2.194

Removed some inconsistency in the order of traversal of tree nodes when clearing or setting the selection of a subtree by always using a forwards traversal. This should have no impact on the current behaviour of any trees.

Wed. March 30, 2005
7.2.194

Removed some inconsistency in the order of traversal of tree nodes when clearing or setting the selection of a subtree by always using a forwards traversal. This should have no impact on the current behaviour of any trees.

Wed. March 30, 2005
7.2.194

Removed some inconsistency in the order of traversal of tree nodes when clearing or setting the selection of a subtree by always using a forwards traversal. This should have no impact on the current behaviour of any trees.

Wed. March 30, 2005
7.2.194

Corrected the implementation of the OpenGL material shader. Previously the specular component was calculated using Phong lighting (reflection vector dot view vector). Now we use half vector between light and view dotted with normal, the way the OpenGL does it.

Wed. March 30, 2005
7.2.194

Corrected the implementation of the OpenGL material shader. Previously the specular component was calculated using Phong lighting (reflection vector dot view vector). Now we use half vector between light and view dotted with normal, the way the OpenGL does it.

Wed. March 30, 2005
7.2.194

Corrected the implementation of the OpenGL material shader. Previously the specular component was calculated using Phong lighting (reflection vector dot view vector). Now we use half vector between light and view dotted with normal, the way the OpenGL does it.

Wed. March 30, 2005
7.2.194

Corrected the implementation of the OpenGL material shader. Previously the specular component was calculated using Phong lighting (reflection vector dot view vector). Now we use half vector between light and view dotted with normal, the way the OpenGL does it.

Wed. March 30, 2005
7.2.194

Corrected the implementation of the OpenGL material shader. Previously the specular component was calculated using Phong lighting (reflection vector dot view vector). Now we use half vector between light and view dotted with normal, the way the OpenGL does it.

Wed. March 30, 2005
7.2.194

The projected textures in a 3D viewport should now appear very close to the actual Mantra rendering (if it uses using opengl material shader). The light intensity should also be the same as when the projected texture spot light option is turned off in the display options.

Wed. March 30, 2005
7.2.194

The projected textures in a 3D viewport should now appear very close to the actual Mantra rendering (if it uses using opengl material shader). The light intensity should also be the same as when the projected texture spot light option is turned off in the display options.

Wed. March 30, 2005
7.2.194

The projected textures in a 3D viewport should now appear very close to the actual Mantra rendering (if it uses using opengl material shader). The light intensity should also be the same as when the projected texture spot light option is turned off in the display options.

Wed. March 30, 2005
7.2.194

The projected textures in a 3D viewport should now appear very close to the actual Mantra rendering (if it uses using opengl material shader). The light intensity should also be the same as when the projected texture spot light option is turned off in the display options.

Wed. March 30, 2005
7.2.194

The projected textures in a 3D viewport should now appear very close to the actual Mantra rendering (if it uses using opengl material shader). The light intensity should also be the same as when the projected texture spot light option is turned off in the display options.

Wed. March 30, 2005
7.2.194

Added takeautomode command to allow toggling the auto include mode from hscript.

Wed. March 30, 2005