Houdini Main Changelogs

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
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

Implemented optimized compositing code for the cases with 8 bit color planes and 16 bit alpha planes, and 16 bit color planes and 8 bit alpha planes. This case is not yet detected, but will be shortly.

Fri. February 7, 2003
6.0.204

Implemented optimized compositing code for the cases with 8 bit color planes and 16 bit alpha planes, and 16 bit color planes and 8 bit alpha planes. This case is not yet detected, but will be shortly.

Fri. February 7, 2003
6.0.204

Implemented optimized compositing code for the cases with 8 bit color planes and 16 bit alpha planes, and 16 bit color planes and 8 bit alpha planes. This case is not yet detected, but will be shortly.

Fri. February 7, 2003
6.0.204

Implemented optimized compositing code for the cases with 8 bit color planes and 16 bit alpha planes, and 16 bit color planes and 8 bit alpha planes. This case is not yet detected, but will be shortly.

Fri. February 7, 2003
6.0.204

Implemented optimized compositing code for the cases with 8 bit color planes and 16 bit alpha planes, and 16 bit color planes and 8 bit alpha planes. This case is not yet detected, but will be shortly.

Fri. February 7, 2003
6.0.204

The snap button is back on the visible interface, this time just before the help-question mark on the "operation controls" bar, above the viewport.

Fri. February 7, 2003
6.0.204

The snap button is back on the visible interface, this time just before the help-question mark on the "operation controls" bar, above the viewport.

Fri. February 7, 2003
6.0.204

The snap button is back on the visible interface, this time just before the help-question mark on the "operation controls" bar, above the viewport.

Fri. February 7, 2003
6.0.204

The snap button is back on the visible interface, this time just before the help-question mark on the "operation controls" bar, above the viewport.

Fri. February 7, 2003
6.0.204

The snap button is back on the visible interface, this time just before the help-question mark on the "operation controls" bar, above the viewport.

Fri. February 7, 2003
6.0.204

Removed all those antiquated training desktops.

Fri. February 7, 2003
6.0.204

Removed all those antiquated training desktops.

Fri. February 7, 2003
6.0.204

Removed all those antiquated training desktops.

Fri. February 7, 2003
6.0.204

Removed all those antiquated training desktops.

Fri. February 7, 2003
6.0.204

Removed all those antiquated training desktops.

Fri. February 7, 2003
6.0.204

Point instancing of lights is now possible. In the Render Tab on light sources, there are parameters to turn on point instancing of the light shader. This is a limited form of instancing. All the parameters of the light source (excluding the transform) are identical for all instances of the light source. Thus:

  • All shader parameters are identical per instance
  • Rendering of shadow maps for instanced light sources shouldNOT be done since all instances will render to the sameshadow map (and thus overwrite other instances renderings).
  • The pre/post render scripts will be included for eachinstantiation (not for the single light source).
  • Velocity or deformation motion blur of the instance geometryis not currently supported.

All renderers which support lights will be able to take advantage of this feature (i.e. RenderMan, Mental Ray, Mantra, etc.)

Fri. February 7, 2003
6.0.204

Point instancing of lights is now possible. In the Render Tab on light sources, there are parameters to turn on point instancing of the light shader. This is a limited form of instancing. All the parameters of the light source (excluding the transform) are identical for all instances of the light source. Thus:

  • All shader parameters are identical per instance
  • Rendering of shadow maps for instanced light sources shouldNOT be done since all instances will render to the sameshadow map (and thus overwrite other instances renderings).
  • The pre/post render scripts will be included for eachinstantiation (not for the single light source).
  • Velocity or deformation motion blur of the instance geometryis not currently supported.

All renderers which support lights will be able to take advantage of this feature (i.e. RenderMan, Mental Ray, Mantra, etc.)

Fri. February 7, 2003
6.0.204

Point instancing of lights is now possible. In the Render Tab on light sources, there are parameters to turn on point instancing of the light shader. This is a limited form of instancing. All the parameters of the light source (excluding the transform) are identical for all instances of the light source. Thus:

  • All shader parameters are identical per instance
  • Rendering of shadow maps for instanced light sources shouldNOT be done since all instances will render to the sameshadow map (and thus overwrite other instances renderings).
  • The pre/post render scripts will be included for eachinstantiation (not for the single light source).
  • Velocity or deformation motion blur of the instance geometryis not currently supported.

All renderers which support lights will be able to take advantage of this feature (i.e. RenderMan, Mental Ray, Mantra, etc.)

Fri. February 7, 2003
6.0.204

Point instancing of lights is now possible. In the Render Tab on light sources, there are parameters to turn on point instancing of the light shader. This is a limited form of instancing. All the parameters of the light source (excluding the transform) are identical for all instances of the light source. Thus:

  • All shader parameters are identical per instance
  • Rendering of shadow maps for instanced light sources shouldNOT be done since all instances will render to the sameshadow map (and thus overwrite other instances renderings).
  • The pre/post render scripts will be included for eachinstantiation (not for the single light source).
  • Velocity or deformation motion blur of the instance geometryis not currently supported.

All renderers which support lights will be able to take advantage of this feature (i.e. RenderMan, Mental Ray, Mantra, etc.)

Fri. February 7, 2003
6.0.204

Point instancing of lights is now possible. In the Render Tab on light sources, there are parameters to turn on point instancing of the light shader. This is a limited form of instancing. All the parameters of the light source (excluding the transform) are identical for all instances of the light source. Thus:

  • All shader parameters are identical per instance
  • Rendering of shadow maps for instanced light sources shouldNOT be done since all instances will render to the sameshadow map (and thus overwrite other instances renderings).
  • The pre/post render scripts will be included for eachinstantiation (not for the single light source).
  • Velocity or deformation motion blur of the instance geometryis not currently supported.

All renderers which support lights will be able to take advantage of this feature (i.e. RenderMan, Mental Ray, Mantra, etc.)

Fri. February 7, 2003
6.0.204

The see one/see all button has now been enabled at the OBJ level, allowing you to filter the display of objects at the object subnet level. Either click on the button directly or bring up the CTRL+RMB menu in the view state (or press 'e').

Fri. February 7, 2003
6.0.204

The see one/see all button has now been enabled at the OBJ level, allowing you to filter the display of objects at the object subnet level. Either click on the button directly or bring up the CTRL+RMB menu in the view state (or press 'e').

Fri. February 7, 2003