Houdini Main Changelogs

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
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
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

Added two new parameters to the Collision POP to control the terminate behaviour of bouncing particles. When the impulse of the collision falls below the minimum value, particles can either stop, slide, or stick.

Fri. February 7, 2003
6.0.204

Added two new parameters to the Collision POP to control the terminate behaviour of bouncing particles. When the impulse of the collision falls below the minimum value, particles can either stop, slide, or stick.

Fri. February 7, 2003
6.0.204

Added two new parameters to the Collision POP to control the terminate behaviour of bouncing particles. When the impulse of the collision falls below the minimum value, particles can either stop, slide, or stick.

Fri. February 7, 2003
6.0.204

Added two new parameters to the Collision POP to control the terminate behaviour of bouncing particles. When the impulse of the collision falls below the minimum value, particles can either stop, slide, or stick.

Fri. February 7, 2003
6.0.204

Added two new parameters to the Collision POP to control the terminate behaviour of bouncing particles. When the impulse of the collision falls below the minimum value, particles can either stop, slide, or stick.

Fri. February 7, 2003
6.0.204

There is a new VEX function to intersect a ray against a 3d texture map. Please see the VEX documentation for more details.

Fri. February 7, 2003
6.0.204

There is a new VEX function to intersect a ray against a 3d texture map. Please see the VEX documentation for more details.

Fri. February 7, 2003
6.0.204

There is a new VEX function to intersect a ray against a 3d texture map. Please see the VEX documentation for more details.

Fri. February 7, 2003
6.0.204

There is a new VEX function to intersect a ray against a 3d texture map. Please see the VEX documentation for more details.

Fri. February 7, 2003
6.0.204

There is a new VEX function to intersect a ray against a 3d texture map. Please see the VEX documentation for more details.

Fri. February 7, 2003
6.0.204

The CHOP PreTransform, when set to the "Object and Channel" channel name mode, will name the channels the absolute path, ie /obj/model/tx, rather than model/tx. This can be undone with a rename CHOP, or ignored, as /obj/model/tx will do the expected overrides.

Fri. February 7, 2003
6.0.204

The CHOP PreTransform, when set to the "Object and Channel" channel name mode, will name the channels the absolute path, ie /obj/model/tx, rather than model/tx. This can be undone with a rename CHOP, or ignored, as /obj/model/tx will do the expected overrides.

Fri. February 7, 2003
6.0.204

The CHOP PreTransform, when set to the "Object and Channel" channel name mode, will name the channels the absolute path, ie /obj/model/tx, rather than model/tx. This can be undone with a rename CHOP, or ignored, as /obj/model/tx will do the expected overrides.

Fri. February 7, 2003
6.0.204

The CHOP PreTransform, when set to the "Object and Channel" channel name mode, will name the channels the absolute path, ie /obj/model/tx, rather than model/tx. This can be undone with a rename CHOP, or ignored, as /obj/model/tx will do the expected overrides.

Fri. February 7, 2003