Houdini Main Changelogs

5.1.32

The Paint SOP has the Red, Green, and Blue merge modes that let you write to one channel at a time. It also has the Custom merge mode. This will evaluate the colour parameter for each point using the points local variables, letting you do crazy stuff like paint with $BB[XYZ].

Fri. February 22, 2002
5.1.32

The Paint SOP has the Red, Green, and Blue merge modes that let you write to one channel at a time. It also has the Custom merge mode. This will evaluate the colour parameter for each point using the points local variables, letting you do crazy stuff like paint with $BB[XYZ].

Fri. February 22, 2002
5.1.32

The Paint SOP has the Red, Green, and Blue merge modes that let you write to one channel at a time. It also has the Custom merge mode. This will evaluate the colour parameter for each point using the points local variables, letting you do crazy stuff like paint with $BB[XYZ].

Fri. February 22, 2002
5.1.32

The Paint SOP has the Red, Green, and Blue merge modes that let you write to one channel at a time. It also has the Custom merge mode. This will evaluate the colour parameter for each point using the points local variables, letting you do crazy stuff like paint with $BB[XYZ].

Fri. February 22, 2002
5.1.32

Subdivision will now create different point positions for vertices on the edge of a model which have three creased incoming edges. This fixes a non-convex interpolation bug that was generating bad point positions.

Fri. February 22, 2002
5.1.32

Subdivision will now create different point positions for vertices on the edge of a model which have three creased incoming edges. This fixes a non-convex interpolation bug that was generating bad point positions.

Fri. February 22, 2002
5.1.32

Subdivision will now create different point positions for vertices on the edge of a model which have three creased incoming edges. This fixes a non-convex interpolation bug that was generating bad point positions.

Fri. February 22, 2002
5.1.32

Subdivision will now create different point positions for vertices on the edge of a model which have three creased incoming edges. This fixes a non-convex interpolation bug that was generating bad point positions.

Fri. February 22, 2002
5.1.32

Subdivision will now create different point positions for vertices on the edge of a model which have three creased incoming edges. This fixes a non-convex interpolation bug that was generating bad point positions.

Fri. February 22, 2002
5.1.32

Vertices with three creaseweights and a missing edge are now treated as hard corners. This avoids non-convex linear interpolation.

Fri. February 22, 2002
5.1.32

Vertices with three creaseweights and a missing edge are now treated as hard corners. This avoids non-convex linear interpolation.

Fri. February 22, 2002
5.1.32

Vertices with three creaseweights and a missing edge are now treated as hard corners. This avoids non-convex linear interpolation.

Fri. February 22, 2002
5.1.32

Vertices with three creaseweights and a missing edge are now treated as hard corners. This avoids non-convex linear interpolation.

Fri. February 22, 2002
5.1.32

Vertices with three creaseweights and a missing edge are now treated as hard corners. This avoids non-convex linear interpolation.

Fri. February 22, 2002
5.1.32

Particle instancing has been re-written for output to all renderers (RIB, Mantra, Mantra3, Wren, OpenGL etc.). For clarity in the following points:

  • the term "object geometry" refers to the geometry containingthe points to instance upon. Typically, this is a particlesystem.
  • the term "point geometry" refers to the geometry which is tobe instanced at each point.

The new per-point instancing has the following properties.

  • Instancing can now occur on non-particle object geometry.Each point in the geometry to instance upon is dealt with asif it were a particle. All the particle attributes tocontrol instance transforms (v, up, trans, rot, orient) canbe used to determine the orientation of the instance.However, unlike the copy SOP, orient to normals cannot bedone.
  • A toggle in the object render tab must now be turned on toenable per-point instancing.
  • With transformational motion blur, the velocity of the pointin the object geometry will contribute to the motion blurtransform computations.
  • The point geometry can be specified in two ways. The firstbeing the parameter in the object. The second is byspecifying an "instance" attribute per point on the objectgeometry. If the "instance" attribute is not defined for apoint, the object parameter value will be used instead.
  • Currently, for RIB multi-segment motion blur, only thebeginning and end of the shutter times are used wheninstancing per point. However, the transformation on theobject itself will be computed properly for sub-shuttersamples.
  • Alternate object geometry may be specified by using the"Geometry Instance" parameter in the object. Thus, if thescene contains a particle system "geo_part", it is possibleto instance this geometry multiple times and to instancedifferent point geometry for each object.
  • If the point geometry is not defined or is the same as theobject geometry, no instancing will occur.
  • If the object geometry is output as geometry to therenderer, it is quite possible that deformation blur may notwork as expected if the SOP generating the geometry cannotcook backwards in time (i.e. particle systems). An exampleof this would be:

object geo1: object_geometry=geo1 point_geometry=box object geo2: object_geometry=geo1 point_geometry=undefined

In the above example, geo1 is using its own geometry as object geometry to instance an object called "box" on, but its geometry is also being used by geo2 as plain geometry. This will cause problems in generating scripts for renderers when using deformation blur.

  • For HDK users who have written a custom output driver usingthe IFD classes, it is no longer necessary to deal withparticle instances in the IFD generation code. TheIFD_Scene now augments the list of instances with aper-point instance automatically. If you've written anIFD_Scene, you can probably just rip out a whole bunch ofcode. As a note, it is now possible to get a "unique"object name or the actual object name (which may be requiredfor mask pattern matching).
Fri. February 22, 2002
5.1.32

Particle instancing has been re-written for output to all renderers (RIB, Mantra, Mantra3, Wren, OpenGL etc.). For clarity in the following points:

  • the term "object geometry" refers to the geometry containingthe points to instance upon. Typically, this is a particlesystem.
  • the term "point geometry" refers to the geometry which is tobe instanced at each point.

The new per-point instancing has the following properties.

  • Instancing can now occur on non-particle object geometry.Each point in the geometry to instance upon is dealt with asif it were a particle. All the particle attributes tocontrol instance transforms (v, up, trans, rot, orient) canbe used to determine the orientation of the instance.However, unlike the copy SOP, orient to normals cannot bedone.
  • A toggle in the object render tab must now be turned on toenable per-point instancing.
  • With transformational motion blur, the velocity of the pointin the object geometry will contribute to the motion blurtransform computations.
  • The point geometry can be specified in two ways. The firstbeing the parameter in the object. The second is byspecifying an "instance" attribute per point on the objectgeometry. If the "instance" attribute is not defined for apoint, the object parameter value will be used instead.
  • Currently, for RIB multi-segment motion blur, only thebeginning and end of the shutter times are used wheninstancing per point. However, the transformation on theobject itself will be computed properly for sub-shuttersamples.
  • Alternate object geometry may be specified by using the"Geometry Instance" parameter in the object. Thus, if thescene contains a particle system "geo_part", it is possibleto instance this geometry multiple times and to instancedifferent point geometry for each object.
  • If the point geometry is not defined or is the same as theobject geometry, no instancing will occur.
  • If the object geometry is output as geometry to therenderer, it is quite possible that deformation blur may notwork as expected if the SOP generating the geometry cannotcook backwards in time (i.e. particle systems). An exampleof this would be:

object geo1: object_geometry=geo1 point_geometry=box object geo2: object_geometry=geo1 point_geometry=undefined

In the above example, geo1 is using its own geometry as object geometry to instance an object called "box" on, but its geometry is also being used by geo2 as plain geometry. This will cause problems in generating scripts for renderers when using deformation blur.

  • For HDK users who have written a custom output driver usingthe IFD classes, it is no longer necessary to deal withparticle instances in the IFD generation code. TheIFD_Scene now augments the list of instances with aper-point instance automatically. If you've written anIFD_Scene, you can probably just rip out a whole bunch ofcode. As a note, it is now possible to get a "unique"object name or the actual object name (which may be requiredfor mask pattern matching).
Fri. February 22, 2002
5.1.32

Particle instancing has been re-written for output to all renderers (RIB, Mantra, Mantra3, Wren, OpenGL etc.). For clarity in the following points:

  • the term "object geometry" refers to the geometry containingthe points to instance upon. Typically, this is a particlesystem.
  • the term "point geometry" refers to the geometry which is tobe instanced at each point.

The new per-point instancing has the following properties.

  • Instancing can now occur on non-particle object geometry.Each point in the geometry to instance upon is dealt with asif it were a particle. All the particle attributes tocontrol instance transforms (v, up, trans, rot, orient) canbe used to determine the orientation of the instance.However, unlike the copy SOP, orient to normals cannot bedone.
  • A toggle in the object render tab must now be turned on toenable per-point instancing.
  • With transformational motion blur, the velocity of the pointin the object geometry will contribute to the motion blurtransform computations.
  • The point geometry can be specified in two ways. The firstbeing the parameter in the object. The second is byspecifying an "instance" attribute per point on the objectgeometry. If the "instance" attribute is not defined for apoint, the object parameter value will be used instead.
  • Currently, for RIB multi-segment motion blur, only thebeginning and end of the shutter times are used wheninstancing per point. However, the transformation on theobject itself will be computed properly for sub-shuttersamples.
  • Alternate object geometry may be specified by using the"Geometry Instance" parameter in the object. Thus, if thescene contains a particle system "geo_part", it is possibleto instance this geometry multiple times and to instancedifferent point geometry for each object.
  • If the point geometry is not defined or is the same as theobject geometry, no instancing will occur.
  • If the object geometry is output as geometry to therenderer, it is quite possible that deformation blur may notwork as expected if the SOP generating the geometry cannotcook backwards in time (i.e. particle systems). An exampleof this would be:

object geo1: object_geometry=geo1 point_geometry=box object geo2: object_geometry=geo1 point_geometry=undefined

In the above example, geo1 is using its own geometry as object geometry to instance an object called "box" on, but its geometry is also being used by geo2 as plain geometry. This will cause problems in generating scripts for renderers when using deformation blur.

  • For HDK users who have written a custom output driver usingthe IFD classes, it is no longer necessary to deal withparticle instances in the IFD generation code. TheIFD_Scene now augments the list of instances with aper-point instance automatically. If you've written anIFD_Scene, you can probably just rip out a whole bunch ofcode. As a note, it is now possible to get a "unique"object name or the actual object name (which may be requiredfor mask pattern matching).
Fri. February 22, 2002
5.1.32

Particle instancing has been re-written for output to all renderers (RIB, Mantra, Mantra3, Wren, OpenGL etc.). For clarity in the following points:

  • the term "object geometry" refers to the geometry containingthe points to instance upon. Typically, this is a particlesystem.
  • the term "point geometry" refers to the geometry which is tobe instanced at each point.

The new per-point instancing has the following properties.

  • Instancing can now occur on non-particle object geometry.Each point in the geometry to instance upon is dealt with asif it were a particle. All the particle attributes tocontrol instance transforms (v, up, trans, rot, orient) canbe used to determine the orientation of the instance.However, unlike the copy SOP, orient to normals cannot bedone.
  • A toggle in the object render tab must now be turned on toenable per-point instancing.
  • With transformational motion blur, the velocity of the pointin the object geometry will contribute to the motion blurtransform computations.
  • The point geometry can be specified in two ways. The firstbeing the parameter in the object. The second is byspecifying an "instance" attribute per point on the objectgeometry. If the "instance" attribute is not defined for apoint, the object parameter value will be used instead.
  • Currently, for RIB multi-segment motion blur, only thebeginning and end of the shutter times are used wheninstancing per point. However, the transformation on theobject itself will be computed properly for sub-shuttersamples.
  • Alternate object geometry may be specified by using the"Geometry Instance" parameter in the object. Thus, if thescene contains a particle system "geo_part", it is possibleto instance this geometry multiple times and to instancedifferent point geometry for each object.
  • If the point geometry is not defined or is the same as theobject geometry, no instancing will occur.
  • If the object geometry is output as geometry to therenderer, it is quite possible that deformation blur may notwork as expected if the SOP generating the geometry cannotcook backwards in time (i.e. particle systems). An exampleof this would be:

object geo1: object_geometry=geo1 point_geometry=box object geo2: object_geometry=geo1 point_geometry=undefined

In the above example, geo1 is using its own geometry as object geometry to instance an object called "box" on, but its geometry is also being used by geo2 as plain geometry. This will cause problems in generating scripts for renderers when using deformation blur.

  • For HDK users who have written a custom output driver usingthe IFD classes, it is no longer necessary to deal withparticle instances in the IFD generation code. TheIFD_Scene now augments the list of instances with aper-point instance automatically. If you've written anIFD_Scene, you can probably just rip out a whole bunch ofcode. As a note, it is now possible to get a "unique"object name or the actual object name (which may be requiredfor mask pattern matching).
Fri. February 22, 2002
5.1.32

Particle instancing has been re-written for output to all renderers (RIB, Mantra, Mantra3, Wren, OpenGL etc.). For clarity in the following points:

  • the term "object geometry" refers to the geometry containingthe points to instance upon. Typically, this is a particlesystem.
  • the term "point geometry" refers to the geometry which is tobe instanced at each point.

The new per-point instancing has the following properties.

  • Instancing can now occur on non-particle object geometry.Each point in the geometry to instance upon is dealt with asif it were a particle. All the particle attributes tocontrol instance transforms (v, up, trans, rot, orient) canbe used to determine the orientation of the instance.However, unlike the copy SOP, orient to normals cannot bedone.
  • A toggle in the object render tab must now be turned on toenable per-point instancing.
  • With transformational motion blur, the velocity of the pointin the object geometry will contribute to the motion blurtransform computations.
  • The point geometry can be specified in two ways. The firstbeing the parameter in the object. The second is byspecifying an "instance" attribute per point on the objectgeometry. If the "instance" attribute is not defined for apoint, the object parameter value will be used instead.
  • Currently, for RIB multi-segment motion blur, only thebeginning and end of the shutter times are used wheninstancing per point. However, the transformation on theobject itself will be computed properly for sub-shuttersamples.
  • Alternate object geometry may be specified by using the"Geometry Instance" parameter in the object. Thus, if thescene contains a particle system "geo_part", it is possibleto instance this geometry multiple times and to instancedifferent point geometry for each object.
  • If the point geometry is not defined or is the same as theobject geometry, no instancing will occur.
  • If the object geometry is output as geometry to therenderer, it is quite possible that deformation blur may notwork as expected if the SOP generating the geometry cannotcook backwards in time (i.e. particle systems). An exampleof this would be:

object geo1: object_geometry=geo1 point_geometry=box object geo2: object_geometry=geo1 point_geometry=undefined

In the above example, geo1 is using its own geometry as object geometry to instance an object called "box" on, but its geometry is also being used by geo2 as plain geometry. This will cause problems in generating scripts for renderers when using deformation blur.

  • For HDK users who have written a custom output driver usingthe IFD classes, it is no longer necessary to deal withparticle instances in the IFD generation code. TheIFD_Scene now augments the list of instances with aper-point instance automatically. If you've written anIFD_Scene, you can probably just rip out a whole bunch ofcode. As a note, it is now possible to get a "unique"object name or the actual object name (which may be requiredfor mask pattern matching).
Fri. February 22, 2002
5.1.32

Drag-n-drop in custom panel UI editor!

Fri. February 22, 2002
5.1.32

Drag-n-drop in custom panel UI editor!

Fri. February 22, 2002
5.1.32

Drag-n-drop in custom panel UI editor!

Fri. February 22, 2002
5.1.32

Drag-n-drop in custom panel UI editor!

Fri. February 22, 2002
5.1.32

Drag-n-drop in custom panel UI editor!

Fri. February 22, 2002
5.1.32

viewdisplay -D now works.

Fri. February 22, 2002