Houdini Main Changelogs

6.2.2

Fixed core dump when jumping to a CHOP network that contained any non-CHOP nodes (such as a VOP CHOP Definition).

Thu. October 2, 2003
6.2.2

Fixed core dump when jumping to a CHOP network that contained any non-CHOP nodes (such as a VOP CHOP Definition).

Thu. October 2, 2003
6.2.2

Fixed core dump when jumping to a CHOP network that contained any non-CHOP nodes (such as a VOP CHOP Definition).

Thu. October 2, 2003
6.2.2

Added a new parm menu item to "Set Current Values to Default" which works like the "Revert to Defaults" option except that it does not destroy the channels.

Thu. October 2, 2003
6.2.2

Added a new parm menu item to "Set Current Values to Default" which works like the "Revert to Defaults" option except that it does not destroy the channels.

Thu. October 2, 2003
6.2.2

Added a new parm menu item to "Set Current Values to Default" which works like the "Revert to Defaults" option except that it does not destroy the channels.

Thu. October 2, 2003
6.2.2

Added a new parm menu item to "Set Current Values to Default" which works like the "Revert to Defaults" option except that it does not destroy the channels.

Thu. October 2, 2003
6.2.2

Added a new parm menu item to "Set Current Values to Default" which works like the "Revert to Defaults" option except that it does not destroy the channels.

Thu. October 2, 2003
6.2.2

The auto-generation shadow map parameter for light objects was split into two parameters. The first parameter determines how the depth samples should be computed, while the second parameter allows for RenderMan specific options (deep shadows, minmax shadows, etc.).

Thu. October 2, 2003
6.2.2

The auto-generation shadow map parameter for light objects was split into two parameters. The first parameter determines how the depth samples should be computed, while the second parameter allows for RenderMan specific options (deep shadows, minmax shadows, etc.).

Thu. October 2, 2003
6.2.2

The auto-generation shadow map parameter for light objects was split into two parameters. The first parameter determines how the depth samples should be computed, while the second parameter allows for RenderMan specific options (deep shadows, minmax shadows, etc.).

Thu. October 2, 2003
6.2.2

The auto-generation shadow map parameter for light objects was split into two parameters. The first parameter determines how the depth samples should be computed, while the second parameter allows for RenderMan specific options (deep shadows, minmax shadows, etc.).

Thu. October 2, 2003
6.2.2

The auto-generation shadow map parameter for light objects was split into two parameters. The first parameter determines how the depth samples should be computed, while the second parameter allows for RenderMan specific options (deep shadows, minmax shadows, etc.).

Thu. October 2, 2003
6.2.1

When rendering using the -H option, it was possible for the remote render to get stuck after the frame was completed. This was really only noticable on *nix (i.e. not Windows). This has now been fixed.

Wed. October 1, 2003
6.2.1

When rendering using the -H option, it was possible for the remote render to get stuck after the frame was completed. This was really only noticable on *nix (i.e. not Windows). This has now been fixed.

Wed. October 1, 2003
6.2.1

When rendering using the -H option, it was possible for the remote render to get stuck after the frame was completed. This was really only noticable on *nix (i.e. not Windows). This has now been fixed.

Wed. October 1, 2003
6.2.1

When rendering using the -H option, it was possible for the remote render to get stuck after the frame was completed. This was really only noticable on *nix (i.e. not Windows). This has now been fixed.

Wed. October 1, 2003
6.2.1

When rendering using the -H option, it was possible for the remote render to get stuck after the frame was completed. This was really only noticable on *nix (i.e. not Windows). This has now been fixed.

Wed. October 1, 2003
6.2.1

All Mask COPs now have an 'Effect Amount' parameter, which multiplies the mask by itself if there is a mask connected. If no mask in used, it simply acts as a constant mask. The default for this parameter is 1 (full effect).

Wed. October 1, 2003
6.2.1

All Mask COPs now have an 'Effect Amount' parameter, which multiplies the mask by itself if there is a mask connected. If no mask in used, it simply acts as a constant mask. The default for this parameter is 1 (full effect).

Wed. October 1, 2003
6.2.1

All Mask COPs now have an 'Effect Amount' parameter, which multiplies the mask by itself if there is a mask connected. If no mask in used, it simply acts as a constant mask. The default for this parameter is 1 (full effect).

Wed. October 1, 2003
6.2.1

All Mask COPs now have an 'Effect Amount' parameter, which multiplies the mask by itself if there is a mask connected. If no mask in used, it simply acts as a constant mask. The default for this parameter is 1 (full effect).

Wed. October 1, 2003
6.2.1

All Mask COPs now have an 'Effect Amount' parameter, which multiplies the mask by itself if there is a mask connected. If no mask in used, it simply acts as a constant mask. The default for this parameter is 1 (full effect).

Wed. October 1, 2003
6.2.1

Previously, the Visible Objects/Active Lights parameters would interpret an empty string as an asterisk (*). This meant that an empty string would match all objects and lights. This is no longer the behaviour.

Wed. October 1, 2003
6.2.1

Previously, the Visible Objects/Active Lights parameters would interpret an empty string as an asterisk (*). This meant that an empty string would match all objects and lights. This is no longer the behaviour.

Wed. October 1, 2003