Houdini Main Changelogs

6.0.189

The File Still COP has been removed, as File COPs now interpret non-animated filename expressions as stills. Hip files with File Still COPs in them will be auto-converted to use File COPs on load.

Thu. January 23, 2003
6.0.189

The File Still COP has been removed, as File COPs now interpret non-animated filename expressions as stills. Hip files with File Still COPs in them will be auto-converted to use File COPs on load.

Thu. January 23, 2003
6.0.189

The File Still COP has been removed, as File COPs now interpret non-animated filename expressions as stills. Hip files with File Still COPs in them will be auto-converted to use File COPs on load.

Thu. January 23, 2003
6.0.189

These are just some notes on procedural geometry generators in mantra. Mantra can currently get geometry to render in two (or three) ways:

  • The geometry can be read in directly (whether in-lined inthe IFD or from a disk file)
  • The geometry can be read in from a disk fileconditionally. That is, if a ray intersects the boundingbox specified for the geometry, then the geometry isloaded on demand.
  • Geometry can be generated on the fly using a proceduralobject.

These two mechanisms have different properties inside the rendering engine and these notes are intended to help identify the advantages and short-comings of each approach.

  • When geometry is read in, mantra has to spend time parsing thegeometry file. The geometry uses memory up. Most of theseresources are wasted if the geometry isn't ever rendered (i.e.it's occluded or off screen).

However, a single piece of geometry can be instanced multiple times resulting in potentially huge memory savings. Savings are lessened if:

  • The geometry has a lot of NURBs/Bezier surfaces or curves
  • The geometry is displacement mapped
  • The first method can be improved by referring to an externaldisk file and specifying a bounding box for the geometry. Inthis case, the cost of parsing of the geometry and memory useis only incurred if the geometry is actually rendered.

As with the first case, mantra is able to re-use the geometry for multiple instances resulting in much better memory performance.

  • Procedural geometry is handled slightly differently in mantrawith regards to instancing. Procedurals cannot currently beshared between instances. Thus, procedurals can consume a lotmore memory than referencing disk files.

However, procedurals are able to generate geometry on the fly. This means that they can generate geometry suitable for the frame being rendered. For example, a procedural tree might generate open polygon curves if the tree is very small in screen space, but generate highly detailed tubes if the tree is in very close to the camera. The procedural also has the ability to change shaders based on the level of detail required for rendering.

So in short, there are advantages to using procedurals, but at the cost of a potentially larger memory footprint for renderings. Especially where multiple instances are being rendered.

Thu. January 23, 2003
6.0.189

These are just some notes on procedural geometry generators in mantra. Mantra can currently get geometry to render in two (or three) ways:

  • The geometry can be read in directly (whether in-lined inthe IFD or from a disk file)
  • The geometry can be read in from a disk fileconditionally. That is, if a ray intersects the boundingbox specified for the geometry, then the geometry isloaded on demand.
  • Geometry can be generated on the fly using a proceduralobject.

These two mechanisms have different properties inside the rendering engine and these notes are intended to help identify the advantages and short-comings of each approach.

  • When geometry is read in, mantra has to spend time parsing thegeometry file. The geometry uses memory up. Most of theseresources are wasted if the geometry isn't ever rendered (i.e.it's occluded or off screen).

However, a single piece of geometry can be instanced multiple times resulting in potentially huge memory savings. Savings are lessened if:

  • The geometry has a lot of NURBs/Bezier surfaces or curves
  • The geometry is displacement mapped
  • The first method can be improved by referring to an externaldisk file and specifying a bounding box for the geometry. Inthis case, the cost of parsing of the geometry and memory useis only incurred if the geometry is actually rendered.

As with the first case, mantra is able to re-use the geometry for multiple instances resulting in much better memory performance.

  • Procedural geometry is handled slightly differently in mantrawith regards to instancing. Procedurals cannot currently beshared between instances. Thus, procedurals can consume a lotmore memory than referencing disk files.

However, procedurals are able to generate geometry on the fly. This means that they can generate geometry suitable for the frame being rendered. For example, a procedural tree might generate open polygon curves if the tree is very small in screen space, but generate highly detailed tubes if the tree is in very close to the camera. The procedural also has the ability to change shaders based on the level of detail required for rendering.

So in short, there are advantages to using procedurals, but at the cost of a potentially larger memory footprint for renderings. Especially where multiple instances are being rendered.

Thu. January 23, 2003
6.0.189

These are just some notes on procedural geometry generators in mantra. Mantra can currently get geometry to render in two (or three) ways:

  • The geometry can be read in directly (whether in-lined inthe IFD or from a disk file)
  • The geometry can be read in from a disk fileconditionally. That is, if a ray intersects the boundingbox specified for the geometry, then the geometry isloaded on demand.
  • Geometry can be generated on the fly using a proceduralobject.

These two mechanisms have different properties inside the rendering engine and these notes are intended to help identify the advantages and short-comings of each approach.

  • When geometry is read in, mantra has to spend time parsing thegeometry file. The geometry uses memory up. Most of theseresources are wasted if the geometry isn't ever rendered (i.e.it's occluded or off screen).

However, a single piece of geometry can be instanced multiple times resulting in potentially huge memory savings. Savings are lessened if:

  • The geometry has a lot of NURBs/Bezier surfaces or curves
  • The geometry is displacement mapped
  • The first method can be improved by referring to an externaldisk file and specifying a bounding box for the geometry. Inthis case, the cost of parsing of the geometry and memory useis only incurred if the geometry is actually rendered.

As with the first case, mantra is able to re-use the geometry for multiple instances resulting in much better memory performance.

  • Procedural geometry is handled slightly differently in mantrawith regards to instancing. Procedurals cannot currently beshared between instances. Thus, procedurals can consume a lotmore memory than referencing disk files.

However, procedurals are able to generate geometry on the fly. This means that they can generate geometry suitable for the frame being rendered. For example, a procedural tree might generate open polygon curves if the tree is very small in screen space, but generate highly detailed tubes if the tree is in very close to the camera. The procedural also has the ability to change shaders based on the level of detail required for rendering.

So in short, there are advantages to using procedurals, but at the cost of a potentially larger memory footprint for renderings. Especially where multiple instances are being rendered.

Thu. January 23, 2003
6.0.189

These are just some notes on procedural geometry generators in mantra. Mantra can currently get geometry to render in two (or three) ways:

  • The geometry can be read in directly (whether in-lined inthe IFD or from a disk file)
  • The geometry can be read in from a disk fileconditionally. That is, if a ray intersects the boundingbox specified for the geometry, then the geometry isloaded on demand.
  • Geometry can be generated on the fly using a proceduralobject.

These two mechanisms have different properties inside the rendering engine and these notes are intended to help identify the advantages and short-comings of each approach.

  • When geometry is read in, mantra has to spend time parsing thegeometry file. The geometry uses memory up. Most of theseresources are wasted if the geometry isn't ever rendered (i.e.it's occluded or off screen).

However, a single piece of geometry can be instanced multiple times resulting in potentially huge memory savings. Savings are lessened if:

  • The geometry has a lot of NURBs/Bezier surfaces or curves
  • The geometry is displacement mapped
  • The first method can be improved by referring to an externaldisk file and specifying a bounding box for the geometry. Inthis case, the cost of parsing of the geometry and memory useis only incurred if the geometry is actually rendered.

As with the first case, mantra is able to re-use the geometry for multiple instances resulting in much better memory performance.

  • Procedural geometry is handled slightly differently in mantrawith regards to instancing. Procedurals cannot currently beshared between instances. Thus, procedurals can consume a lotmore memory than referencing disk files.

However, procedurals are able to generate geometry on the fly. This means that they can generate geometry suitable for the frame being rendered. For example, a procedural tree might generate open polygon curves if the tree is very small in screen space, but generate highly detailed tubes if the tree is in very close to the camera. The procedural also has the ability to change shaders based on the level of detail required for rendering.

So in short, there are advantages to using procedurals, but at the cost of a potentially larger memory footprint for renderings. Especially where multiple instances are being rendered.

Thu. January 23, 2003
6.0.189

These are just some notes on procedural geometry generators in mantra. Mantra can currently get geometry to render in two (or three) ways:

  • The geometry can be read in directly (whether in-lined inthe IFD or from a disk file)
  • The geometry can be read in from a disk fileconditionally. That is, if a ray intersects the boundingbox specified for the geometry, then the geometry isloaded on demand.
  • Geometry can be generated on the fly using a proceduralobject.

These two mechanisms have different properties inside the rendering engine and these notes are intended to help identify the advantages and short-comings of each approach.

  • When geometry is read in, mantra has to spend time parsing thegeometry file. The geometry uses memory up. Most of theseresources are wasted if the geometry isn't ever rendered (i.e.it's occluded or off screen).

However, a single piece of geometry can be instanced multiple times resulting in potentially huge memory savings. Savings are lessened if:

  • The geometry has a lot of NURBs/Bezier surfaces or curves
  • The geometry is displacement mapped
  • The first method can be improved by referring to an externaldisk file and specifying a bounding box for the geometry. Inthis case, the cost of parsing of the geometry and memory useis only incurred if the geometry is actually rendered.

As with the first case, mantra is able to re-use the geometry for multiple instances resulting in much better memory performance.

  • Procedural geometry is handled slightly differently in mantrawith regards to instancing. Procedurals cannot currently beshared between instances. Thus, procedurals can consume a lotmore memory than referencing disk files.

However, procedurals are able to generate geometry on the fly. This means that they can generate geometry suitable for the frame being rendered. For example, a procedural tree might generate open polygon curves if the tree is very small in screen space, but generate highly detailed tubes if the tree is in very close to the camera. The procedural also has the ability to change shaders based on the level of detail required for rendering.

So in short, there are advantages to using procedurals, but at the cost of a potentially larger memory footprint for renderings. Especially where multiple instances are being rendered.

Thu. January 23, 2003
6.0.189

The HUDs display can now be toggled by a menu option or hotkey. The default hotkey is ';'.

Thu. January 23, 2003
6.0.189

The HUDs display can now be toggled by a menu option or hotkey. The default hotkey is ';'.

Thu. January 23, 2003
6.0.189

The HUDs display can now be toggled by a menu option or hotkey. The default hotkey is ';'.

Thu. January 23, 2003
6.0.189

The HUDs display can now be toggled by a menu option or hotkey. The default hotkey is ';'.

Thu. January 23, 2003
6.0.189

The HUDs display can now be toggled by a menu option or hotkey. The default hotkey is ';'.

Thu. January 23, 2003
6.0.189

There are two more procedural geometry generators in mantra:

  • The "program" procedural runs a program to generate geometry forrendering.
  • The "image3d" procedural will generate an iso-surface from a 3Dtexture map. Any channels defined in the 3D texture map areautomatically bound to geometry attributes of the iso-surfaceand can thus be used in shading.
Thu. January 23, 2003
6.0.189

There are two more procedural geometry generators in mantra:

  • The "program" procedural runs a program to generate geometry forrendering.
  • The "image3d" procedural will generate an iso-surface from a 3Dtexture map. Any channels defined in the 3D texture map areautomatically bound to geometry attributes of the iso-surfaceand can thus be used in shading.
Thu. January 23, 2003
6.0.189

There are two more procedural geometry generators in mantra:

  • The "program" procedural runs a program to generate geometry forrendering.
  • The "image3d" procedural will generate an iso-surface from a 3Dtexture map. Any channels defined in the 3D texture map areautomatically bound to geometry attributes of the iso-surfaceand can thus be used in shading.
Thu. January 23, 2003
6.0.189

There are two more procedural geometry generators in mantra:

  • The "program" procedural runs a program to generate geometry forrendering.
  • The "image3d" procedural will generate an iso-surface from a 3Dtexture map. Any channels defined in the 3D texture map areautomatically bound to geometry attributes of the iso-surfaceand can thus be used in shading.
Thu. January 23, 2003
6.0.189

There are two more procedural geometry generators in mantra:

  • The "program" procedural runs a program to generate geometry forrendering.
  • The "image3d" procedural will generate an iso-surface from a 3Dtexture map. Any channels defined in the 3D texture map areautomatically bound to geometry attributes of the iso-surfaceand can thus be used in shading.
Thu. January 23, 2003
6.0.189

The class VRAY_ProcIsoBase.h was added to the HDK. This is a general class which can be used to generate iso-surfaces as procedurals in mantra.

Thu. January 23, 2003
6.0.189

The class VRAY_ProcIsoBase.h was added to the HDK. This is a general class which can be used to generate iso-surfaces as procedurals in mantra.

Thu. January 23, 2003
6.0.189

The class VRAY_ProcIsoBase.h was added to the HDK. This is a general class which can be used to generate iso-surfaces as procedurals in mantra.

Thu. January 23, 2003
6.0.189

The class VRAY_ProcIsoBase.h was added to the HDK. This is a general class which can be used to generate iso-surfaces as procedurals in mantra.

Thu. January 23, 2003
6.0.189

The class VRAY_ProcIsoBase.h was added to the HDK. This is a general class which can be used to generate iso-surfaces as procedurals in mantra.

Thu. January 23, 2003
6.0.187

Added quaternion operators based on the new quaternion-based VEX functions:

"Euler To Quaternion" "Quaternion" "Matrix3 To Quaternion" "Quaternion to Matrix3" "Quaternion Multiply" "Spherical Linear Interp"

Wed. January 22, 2003
6.0.187

Added quaternion operators based on the new quaternion-based VEX functions:

"Euler To Quaternion" "Quaternion" "Matrix3 To Quaternion" "Quaternion to Matrix3" "Quaternion Multiply" "Spherical Linear Interp"

Wed. January 22, 2003