Houdini Main Changelogs

6.1.143

The UV align handle works (again) in OTL at OBJ level.

Mon. September 22, 2003
6.1.143

The UV align handle works (again) in OTL at OBJ level.

Mon. September 22, 2003
6.1.143

The UV align handle works (again) in OTL at OBJ level.

Mon. September 22, 2003
6.1.140

There were bugs in the supermat VEX shader. These bugs cause a double attenuation of the diffuse color and ignoring of the transparency color map. Images using the supermat shader will now be significantly different than before.

Fri. September 19, 2003
6.1.140

There were bugs in the supermat VEX shader. These bugs cause a double attenuation of the diffuse color and ignoring of the transparency color map. Images using the supermat shader will now be significantly different than before.

Fri. September 19, 2003
6.1.140

There were bugs in the supermat VEX shader. These bugs cause a double attenuation of the diffuse color and ignoring of the transparency color map. Images using the supermat shader will now be significantly different than before.

Fri. September 19, 2003
6.1.140

There were bugs in the supermat VEX shader. These bugs cause a double attenuation of the diffuse color and ignoring of the transparency color map. Images using the supermat shader will now be significantly different than before.

Fri. September 19, 2003
6.1.140

There were bugs in the supermat VEX shader. These bugs cause a double attenuation of the diffuse color and ignoring of the transparency color map. Images using the supermat shader will now be significantly different than before.

Fri. September 19, 2003
6.1.140

There were bugs in the supermat VEX shader. These bugs cause a double attenuation of the diffuse color and ignoring of the transparency color map. Images using the supermat shader will now be significantly different than before.

Fri. September 19, 2003
6.1.140

There were bugs in the supermat VEX shader. These bugs cause a double attenuation of the diffuse color and ignoring of the transparency color map. Images using the supermat shader will now be significantly different than before.

Fri. September 19, 2003
6.1.140

There were bugs in the supermat VEX shader. These bugs cause a double attenuation of the diffuse color and ignoring of the transparency color map. Images using the supermat shader will now be significantly different than before.

Fri. September 19, 2003
6.1.140

There were bugs in the supermat VEX shader. These bugs cause a double attenuation of the diffuse color and ignoring of the transparency color map. Images using the supermat shader will now be significantly different than before.

Fri. September 19, 2003
6.1.140

There were bugs in the supermat VEX shader. These bugs cause a double attenuation of the diffuse color and ignoring of the transparency color map. Images using the supermat shader will now be significantly different than before.

Fri. September 19, 2003
6.1.140

The computeSoftTransformPointTextureCache now will work with the XYZ metric even if no texture coordinates are present.

Fri. September 19, 2003
6.1.140

The computeSoftTransformPointTextureCache now will work with the XYZ metric even if no texture coordinates are present.

Fri. September 19, 2003
6.1.140

The computeSoftTransformPointTextureCache now will work with the XYZ metric even if no texture coordinates are present.

Fri. September 19, 2003
6.1.140

The computeSoftTransformPointTextureCache now will work with the XYZ metric even if no texture coordinates are present.

Fri. September 19, 2003
6.1.140

The computeSoftTransformPointTextureCache now will work with the XYZ metric even if no texture coordinates are present.

Fri. September 19, 2003
6.1.140

Raying onto Metaballs with Find Furthest will now intersect the furthest side rather than the closest side. Previously, they always did the closest side. The old behaviour can be achieved by turning off the Intersect Farthest toggle.

Fri. September 19, 2003
6.1.140

Raying onto Metaballs with Find Furthest will now intersect the furthest side rather than the closest side. Previously, they always did the closest side. The old behaviour can be achieved by turning off the Intersect Farthest toggle.

Fri. September 19, 2003
6.1.140

Raying onto Metaballs with Find Furthest will now intersect the furthest side rather than the closest side. Previously, they always did the closest side. The old behaviour can be achieved by turning off the Intersect Farthest toggle.

Fri. September 19, 2003
6.1.140

Raying onto Metaballs with Find Furthest will now intersect the furthest side rather than the closest side. Previously, they always did the closest side. The old behaviour can be achieved by turning off the Intersect Farthest toggle.

Fri. September 19, 2003
6.1.140

Raying onto Metaballs with Find Furthest will now intersect the furthest side rather than the closest side. Previously, they always did the closest side. The old behaviour can be achieved by turning off the Intersect Farthest toggle.

Fri. September 19, 2003
6.1.140

The Inflate SOP and Ray SOP will now correctly find the furthest surface when working with metaballs. Prior to this, they always found the closest surface.

Fri. September 19, 2003
6.1.140

The Inflate SOP and Ray SOP will now correctly find the furthest surface when working with metaballs. Prior to this, they always found the closest surface.

Fri. September 19, 2003