Houdini Main Changelogs

6.0.207

Fixed bug in mplay and gplay where failing a license check to quietly quit. They now bring up hkey.

Mon. February 10, 2003
6.0.207

Fixed bug in mplay and gplay where failing a license check to quietly quit. They now bring up hkey.

Mon. February 10, 2003
6.0.207

Fixed bug in mplay and gplay where failing a license check to quietly quit. They now bring up hkey.

Mon. February 10, 2003
6.0.207

Optimize 8 or 16 bit compositing when the color plane bit depth differs from that of the alpha plane.

Mon. February 10, 2003
6.0.207

Optimize 8 or 16 bit compositing when the color plane bit depth differs from that of the alpha plane.

Mon. February 10, 2003
6.0.207

Optimize 8 or 16 bit compositing when the color plane bit depth differs from that of the alpha plane.

Mon. February 10, 2003
6.0.207

Optimize 8 or 16 bit compositing when the color plane bit depth differs from that of the alpha plane.

Mon. February 10, 2003
6.0.207

Optimize 8 or 16 bit compositing when the color plane bit depth differs from that of the alpha plane.

Mon. February 10, 2003
6.0.207

Fixed bug where deleting an object with active handles would not update the toolbox parameters.

Mon. February 10, 2003
6.0.207

Fixed bug where deleting an object with active handles would not update the toolbox parameters.

Mon. February 10, 2003
6.0.207

Fixed bug where deleting an object with active handles would not update the toolbox parameters.

Mon. February 10, 2003
6.0.207

Fixed bug where deleting an object with active handles would not update the toolbox parameters.

Mon. February 10, 2003
6.0.207

Fixed bug where deleting an object with active handles would not update the toolbox parameters.

Mon. February 10, 2003
6.0.204

The shader SOP can now generate point attributes for shaders rather than primitive attributes. This can be used when instancing to override the default shaders applied to the instanced geometry.

As well, there are two new folders to specify shaders for light and light-shadow shaders. These parameters can be used to specify shaders when instancing lights per-point.

Fri. February 7, 2003
6.0.204

The shader SOP can now generate point attributes for shaders rather than primitive attributes. This can be used when instancing to override the default shaders applied to the instanced geometry.

As well, there are two new folders to specify shaders for light and light-shadow shaders. These parameters can be used to specify shaders when instancing lights per-point.

Fri. February 7, 2003
6.0.204

The shader SOP can now generate point attributes for shaders rather than primitive attributes. This can be used when instancing to override the default shaders applied to the instanced geometry.

As well, there are two new folders to specify shaders for light and light-shadow shaders. These parameters can be used to specify shaders when instancing lights per-point.

Fri. February 7, 2003
6.0.204

The shader SOP can now generate point attributes for shaders rather than primitive attributes. This can be used when instancing to override the default shaders applied to the instanced geometry.

As well, there are two new folders to specify shaders for light and light-shadow shaders. These parameters can be used to specify shaders when instancing lights per-point.

Fri. February 7, 2003
6.0.204

The shader SOP can now generate point attributes for shaders rather than primitive attributes. This can be used when instancing to override the default shaders applied to the instanced geometry.

As well, there are two new folders to specify shaders for light and light-shadow shaders. These parameters can be used to specify shaders when instancing lights per-point.

Fri. February 7, 2003
6.0.204

The Shader SOP no longer allows indirect attribute creation per shader type. There is only one indirect reference control and all shaders attributes created will obey the state of that toggle. This may break previous HIP files which had indirect and hardened shader attributes in a single Shader SOP. For example, if surface shaders were set to indirect references, but displacement shaders were hardened shader strings.

Fri. February 7, 2003
6.0.204

The Shader SOP no longer allows indirect attribute creation per shader type. There is only one indirect reference control and all shaders attributes created will obey the state of that toggle. This may break previous HIP files which had indirect and hardened shader attributes in a single Shader SOP. For example, if surface shaders were set to indirect references, but displacement shaders were hardened shader strings.

Fri. February 7, 2003
6.0.204

The Shader SOP no longer allows indirect attribute creation per shader type. There is only one indirect reference control and all shaders attributes created will obey the state of that toggle. This may break previous HIP files which had indirect and hardened shader attributes in a single Shader SOP. For example, if surface shaders were set to indirect references, but displacement shaders were hardened shader strings.

Fri. February 7, 2003
6.0.204

The Shader SOP no longer allows indirect attribute creation per shader type. There is only one indirect reference control and all shaders attributes created will obey the state of that toggle. This may break previous HIP files which had indirect and hardened shader attributes in a single Shader SOP. For example, if surface shaders were set to indirect references, but displacement shaders were hardened shader strings.

Fri. February 7, 2003
6.0.204

The Shader SOP no longer allows indirect attribute creation per shader type. There is only one indirect reference control and all shaders attributes created will obey the state of that toggle. This may break previous HIP files which had indirect and hardened shader attributes in a single Shader SOP. For example, if surface shaders were set to indirect references, but displacement shaders were hardened shader strings.

Fri. February 7, 2003
6.0.204

When rendering using point instances, it is now possible to override shaders per instance. To explain clearly, we shall define the terms:

  • Base Geometry = to be the geometry containing the points atwhich instancing occurs.
  • Instance Geometry = to be the geometry being instanced ateach point.

For example, if a sphere is instanced at each point of a cube, the base geometry is the cube and the instance geometry is the sphere.

The output drivers for Mantra, RenderMan and MentalRay now check for shader point attributes on the base geometry. These attributes have the same name as the attributes generated by the Shader SOP.

If point attributes are found on the base geometry, each instance geometry will have its default shader set to the attribute from the base geometry. If the instance geometry contains primitive shader attributes, these will override the shader definitions from the base geometry.

Fri. February 7, 2003
6.0.204

When rendering using point instances, it is now possible to override shaders per instance. To explain clearly, we shall define the terms:

  • Base Geometry = to be the geometry containing the points atwhich instancing occurs.
  • Instance Geometry = to be the geometry being instanced ateach point.

For example, if a sphere is instanced at each point of a cube, the base geometry is the cube and the instance geometry is the sphere.

The output drivers for Mantra, RenderMan and MentalRay now check for shader point attributes on the base geometry. These attributes have the same name as the attributes generated by the Shader SOP.

If point attributes are found on the base geometry, each instance geometry will have its default shader set to the attribute from the base geometry. If the instance geometry contains primitive shader attributes, these will override the shader definitions from the base geometry.

Fri. February 7, 2003