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:
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.
However, a single piece of geometry can be instanced multiple times resulting in potentially huge memory savings. Savings are lessened if:
As with the first case, mantra is able to re-use the geometry for multiple instances resulting in much better memory performance.
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:
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.
However, a single piece of geometry can be instanced multiple times resulting in potentially huge memory savings. Savings are lessened if:
As with the first case, mantra is able to re-use the geometry for multiple instances resulting in much better memory performance.
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:
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.
However, a single piece of geometry can be instanced multiple times resulting in potentially huge memory savings. Savings are lessened if:
As with the first case, mantra is able to re-use the geometry for multiple instances resulting in much better memory performance.
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:
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.
However, a single piece of geometry can be instanced multiple times resulting in potentially huge memory savings. Savings are lessened if:
As with the first case, mantra is able to re-use the geometry for multiple instances resulting in much better memory performance.
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:
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.
However, a single piece of geometry can be instanced multiple times resulting in potentially huge memory savings. Savings are lessened if:
As with the first case, mantra is able to re-use the geometry for multiple instances resulting in much better memory performance.
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:
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Thu. January 23, 2003 | |
6.0.189 | There are two more procedural geometry generators in mantra:
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Thu. January 23, 2003 | |
6.0.189 | There are two more procedural geometry generators in mantra:
|
Thu. January 23, 2003 | |
6.0.189 | There are two more procedural geometry generators in mantra:
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Thu. January 23, 2003 | |
6.0.189 | There are two more procedural geometry generators in mantra:
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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 |