Houdini Main Changelogs

6.1.81

When rendering multiple images in a single IFD (i.e. shadow maps, reflection maps), and there were shaders defined at the geometry level, deep raster output may have failed (i.e. generated black planes in the output image).

Mon. July 21, 2003
6.1.81

When rendering multiple images in a single IFD (i.e. shadow maps, reflection maps), and there were shaders defined at the geometry level, deep raster output may have failed (i.e. generated black planes in the output image).

Mon. July 21, 2003
6.1.81

When rendering multiple images in a single IFD (i.e. shadow maps, reflection maps), and there were shaders defined at the geometry level, deep raster output may have failed (i.e. generated black planes in the output image).

Mon. July 21, 2003
6.1.81

When rendering multiple images in a single IFD (i.e. shadow maps, reflection maps), and there were shaders defined at the geometry level, deep raster output may have failed (i.e. generated black planes in the output image).

Mon. July 21, 2003
6.1.81

New tool, "Bones From Curve", was added for creating bone chains along a curve. Given a curve and a number of bones, the tool will generate a chain of bones whose joints are placed on the curve. These joints are seperated by equal arc distance along the curve, and the first and last joints ale located at the curve's ends.

Mon. July 21, 2003
6.1.81

New tool, "Bones From Curve", was added for creating bone chains along a curve. Given a curve and a number of bones, the tool will generate a chain of bones whose joints are placed on the curve. These joints are seperated by equal arc distance along the curve, and the first and last joints ale located at the curve's ends.

Mon. July 21, 2003
6.1.81

New tool, "Bones From Curve", was added for creating bone chains along a curve. Given a curve and a number of bones, the tool will generate a chain of bones whose joints are placed on the curve. These joints are seperated by equal arc distance along the curve, and the first and last joints ale located at the curve's ends.

Mon. July 21, 2003
6.1.81

New tool, "Bones From Curve", was added for creating bone chains along a curve. Given a curve and a number of bones, the tool will generate a chain of bones whose joints are placed on the curve. These joints are seperated by equal arc distance along the curve, and the first and last joints ale located at the curve's ends.

Mon. July 21, 2003
6.1.81

New tool, "Bones From Curve", was added for creating bone chains along a curve. Given a curve and a number of bones, the tool will generate a chain of bones whose joints are placed on the curve. These joints are seperated by equal arc distance along the curve, and the first and last joints ale located at the curve's ends.

Mon. July 21, 2003
6.1.81

Fixed crash that could happen in the object level Pose tool when changing the handle type with no objects selected.

Mon. July 21, 2003
6.1.81

Fixed crash that could happen in the object level Pose tool when changing the handle type with no objects selected.

Mon. July 21, 2003
6.1.81

Fixed crash that could happen in the object level Pose tool when changing the handle type with no objects selected.

Mon. July 21, 2003
6.1.81

Fixed crash that could happen in the object level Pose tool when changing the handle type with no objects selected.

Mon. July 21, 2003
6.1.81

Fixed crash that could happen in the object level Pose tool when changing the handle type with no objects selected.

Mon. July 21, 2003
6.1.81

Fixed bug with Channel Copy COP that could cause the application to crash on Windows platforms.

Mon. July 21, 2003
6.1.81

Fixed bug with Channel Copy COP that could cause the application to crash on Windows platforms.

Mon. July 21, 2003
6.1.81

Fixed bug with Channel Copy COP that could cause the application to crash on Windows platforms.

Mon. July 21, 2003
6.1.81

Fixed bug with Channel Copy COP that could cause the application to crash on Windows platforms.

Mon. July 21, 2003
6.1.81

Fixed bug with Channel Copy COP that could cause the application to crash on Windows platforms.

Mon. July 21, 2003
6.1.81

It is now possible to call light shaders (via illuminance() loops) from within displacement shaders. If the light shader (or shadow shaders) call ray-tracing statements, these functions will still be undefined. Computing illumination from within displacement shaders has limited application, unless the light shader is computing projective information for texture application. Allowing light shaders to be called from within displacement shaders provides a mechanism for projecting texture during displacement shading.

Mon. July 21, 2003
6.1.81

It is now possible to call light shaders (via illuminance() loops) from within displacement shaders. If the light shader (or shadow shaders) call ray-tracing statements, these functions will still be undefined. Computing illumination from within displacement shaders has limited application, unless the light shader is computing projective information for texture application. Allowing light shaders to be called from within displacement shaders provides a mechanism for projecting texture during displacement shading.

Mon. July 21, 2003
6.1.81

It is now possible to call light shaders (via illuminance() loops) from within displacement shaders. If the light shader (or shadow shaders) call ray-tracing statements, these functions will still be undefined. Computing illumination from within displacement shaders has limited application, unless the light shader is computing projective information for texture application. Allowing light shaders to be called from within displacement shaders provides a mechanism for projecting texture during displacement shading.

Mon. July 21, 2003
6.1.81

It is now possible to call light shaders (via illuminance() loops) from within displacement shaders. If the light shader (or shadow shaders) call ray-tracing statements, these functions will still be undefined. Computing illumination from within displacement shaders has limited application, unless the light shader is computing projective information for texture application. Allowing light shaders to be called from within displacement shaders provides a mechanism for projecting texture during displacement shading.

Mon. July 21, 2003
6.1.81

It is now possible to call light shaders (via illuminance() loops) from within displacement shaders. If the light shader (or shadow shaders) call ray-tracing statements, these functions will still be undefined. Computing illumination from within displacement shaders has limited application, unless the light shader is computing projective information for texture application. Allowing light shaders to be called from within displacement shaders provides a mechanism for projecting texture during displacement shading.

Mon. July 21, 2003
6.1.80

Fixed bug where the object viewer did not update if an object's wire color was indirectly changed through a reference such as digital asset parameter.

Sun. July 20, 2003