Houdini Main Changelogs

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
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
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
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
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
6.1.78

It is now possible to add blind data to the POP_ContextData for custom POPs. This allows custom POPs to add state information which is unique per POP context. That is, if multiple SOPs reference the same POP network, the POPs can have unique data per network. It is also possible to find out about resetting of the simulation through this mechanism. Please see POP_BlindData.h in the HDK for more details.

Fri. July 18, 2003
6.1.78

It is now possible to add blind data to the POP_ContextData for custom POPs. This allows custom POPs to add state information which is unique per POP context. That is, if multiple SOPs reference the same POP network, the POPs can have unique data per network. It is also possible to find out about resetting of the simulation through this mechanism. Please see POP_BlindData.h in the HDK for more details.

Fri. July 18, 2003
6.1.78

It is now possible to add blind data to the POP_ContextData for custom POPs. This allows custom POPs to add state information which is unique per POP context. That is, if multiple SOPs reference the same POP network, the POPs can have unique data per network. It is also possible to find out about resetting of the simulation through this mechanism. Please see POP_BlindData.h in the HDK for more details.

Fri. July 18, 2003
6.1.78

It is now possible to add blind data to the POP_ContextData for custom POPs. This allows custom POPs to add state information which is unique per POP context. That is, if multiple SOPs reference the same POP network, the POPs can have unique data per network. It is also possible to find out about resetting of the simulation through this mechanism. Please see POP_BlindData.h in the HDK for more details.

Fri. July 18, 2003
6.1.78

It is now possible to add blind data to the POP_ContextData for custom POPs. This allows custom POPs to add state information which is unique per POP context. That is, if multiple SOPs reference the same POP network, the POPs can have unique data per network. It is also possible to find out about resetting of the simulation through this mechanism. Please see POP_BlindData.h in the HDK for more details.

Fri. July 18, 2003
6.1.78

Added first implementation of SOP_GroupTransfer which uses closest proximity mapping to transfer point and primitive groups from the source geometry to the destination geometry.

Fri. July 18, 2003
6.1.78

Added first implementation of SOP_GroupTransfer which uses closest proximity mapping to transfer point and primitive groups from the source geometry to the destination geometry.

Fri. July 18, 2003
6.1.78

Added first implementation of SOP_GroupTransfer which uses closest proximity mapping to transfer point and primitive groups from the source geometry to the destination geometry.

Fri. July 18, 2003
6.1.78

Added first implementation of SOP_GroupTransfer which uses closest proximity mapping to transfer point and primitive groups from the source geometry to the destination geometry.

Fri. July 18, 2003
6.1.78

Added first implementation of SOP_GroupTransfer which uses closest proximity mapping to transfer point and primitive groups from the source geometry to the destination geometry.

Fri. July 18, 2003
6.1.78

When velocity motion blur was applied to geometry which had a a vector attribute named the same as a float[3] attribute, mantra would most likely core dump. This has been fixed and a warning is now printed out.

Fri. July 18, 2003
6.1.78

When velocity motion blur was applied to geometry which had a a vector attribute named the same as a float[3] attribute, mantra would most likely core dump. This has been fixed and a warning is now printed out.

Fri. July 18, 2003