Houdini Main Changelogs

4.9.499

When an interactive state sets the display flag, it will now also set the render flag _if_ the display and render flags used to be on the same node. This is consistent with the network editor's behaviour.

Thu. October 11, 2001
4.9.499

When an interactive state sets the display flag, it will now also set the render flag _if_ the display and render flags used to be on the same node. This is consistent with the network editor's behaviour.

Thu. October 11, 2001
4.9.499

When an interactive state sets the display flag, it will now also set the render flag _if_ the display and render flags used to be on the same node. This is consistent with the network editor's behaviour.

Thu. October 11, 2001
4.9.499

When an interactive state sets the display flag, it will now also set the render flag _if_ the display and render flags used to be on the same node. This is consistent with the network editor's behaviour.

Thu. October 11, 2001
4.9.499

Houdini 5 used to take 40% longer to draw shaded polygons (smooth or flat) than Houdini 4 did to draw smooth shaded polygons. Houdini 5 should now take roughly the same amount of time as Houdini 4.

Thu. October 11, 2001
4.9.499

Houdini 5 used to take 40% longer to draw shaded polygons (smooth or flat) than Houdini 4 did to draw smooth shaded polygons. Houdini 5 should now take roughly the same amount of time as Houdini 4.

Thu. October 11, 2001
4.9.499

Houdini 5 used to take 40% longer to draw shaded polygons (smooth or flat) than Houdini 4 did to draw smooth shaded polygons. Houdini 5 should now take roughly the same amount of time as Houdini 4.

Thu. October 11, 2001
4.9.499

Houdini 5 used to take 40% longer to draw shaded polygons (smooth or flat) than Houdini 4 did to draw smooth shaded polygons. Houdini 5 should now take roughly the same amount of time as Houdini 4.

Thu. October 11, 2001
4.9.499

Houdini 5 used to take 40% longer to draw shaded polygons (smooth or flat) than Houdini 4 did to draw smooth shaded polygons. Houdini 5 should now take roughly the same amount of time as Houdini 4.

Thu. October 11, 2001
4.9.498

Initial support for Entropy (ExLuna RIB renderer) is implemented.

  • rmands recognizes .sle files
  • rmands will now output the shader "types" appropriately
  • support in output driver to support feature set of Entropy
  • additional default shaders (as shipped with Entropy)
Wed. October 10, 2001
4.9.498

Initial support for Entropy (ExLuna RIB renderer) is implemented.

  • rmands recognizes .sle files
  • rmands will now output the shader "types" appropriately
  • support in output driver to support feature set of Entropy
  • additional default shaders (as shipped with Entropy)
Wed. October 10, 2001
4.9.498

Initial support for Entropy (ExLuna RIB renderer) is implemented.

  • rmands recognizes .sle files
  • rmands will now output the shader "types" appropriately
  • support in output driver to support feature set of Entropy
  • additional default shaders (as shipped with Entropy)
Wed. October 10, 2001
4.9.498

Initial support for Entropy (ExLuna RIB renderer) is implemented.

  • rmands recognizes .sle files
  • rmands will now output the shader "types" appropriately
  • support in output driver to support feature set of Entropy
  • additional default shaders (as shipped with Entropy)
Wed. October 10, 2001
4.9.498

Initial support for Entropy (ExLuna RIB renderer) is implemented.

  • rmands recognizes .sle files
  • rmands will now output the shader "types" appropriately
  • support in output driver to support feature set of Entropy
  • additional default shaders (as shipped with Entropy)
Wed. October 10, 2001
4.9.498

Snapping to primitives, points, edges, and edge midpoints now also works in the UV viewport. When clicking and dragging in the UV viewport, however, the exact UV position is only detected in the cases when it is a point and has point UVs or it is a vertex and has either point or vertex UVs.

Wed. October 10, 2001
4.9.498

Snapping to primitives, points, edges, and edge midpoints now also works in the UV viewport. When clicking and dragging in the UV viewport, however, the exact UV position is only detected in the cases when it is a point and has point UVs or it is a vertex and has either point or vertex UVs.

Wed. October 10, 2001
4.9.498

Snapping to primitives, points, edges, and edge midpoints now also works in the UV viewport. When clicking and dragging in the UV viewport, however, the exact UV position is only detected in the cases when it is a point and has point UVs or it is a vertex and has either point or vertex UVs.

Wed. October 10, 2001
4.9.498

Snapping to primitives, points, edges, and edge midpoints now also works in the UV viewport. When clicking and dragging in the UV viewport, however, the exact UV position is only detected in the cases when it is a point and has point UVs or it is a vertex and has either point or vertex UVs.

Wed. October 10, 2001
4.9.498

Snapping to primitives, points, edges, and edge midpoints now also works in the UV viewport. When clicking and dragging in the UV viewport, however, the exact UV position is only detected in the cases when it is a point and has point UVs or it is a vertex and has either point or vertex UVs.

Wed. October 10, 2001
4.9.498

There is an additional keyword in dialog scripts to "hint" at the type needed for RenderMan shaders. If this hint is supplied, the shader output in the RIB stream will have the appropriate declaration for the parameter (required for Entropy/BMRT). rmands has been updated to output this information. It is suggested that RenderMan users re-build dialog scripts.

Wed. October 10, 2001
4.9.498

There is an additional keyword in dialog scripts to "hint" at the type needed for RenderMan shaders. If this hint is supplied, the shader output in the RIB stream will have the appropriate declaration for the parameter (required for Entropy/BMRT). rmands has been updated to output this information. It is suggested that RenderMan users re-build dialog scripts.

Wed. October 10, 2001
4.9.498

There is an additional keyword in dialog scripts to "hint" at the type needed for RenderMan shaders. If this hint is supplied, the shader output in the RIB stream will have the appropriate declaration for the parameter (required for Entropy/BMRT). rmands has been updated to output this information. It is suggested that RenderMan users re-build dialog scripts.

Wed. October 10, 2001
4.9.498

There is an additional keyword in dialog scripts to "hint" at the type needed for RenderMan shaders. If this hint is supplied, the shader output in the RIB stream will have the appropriate declaration for the parameter (required for Entropy/BMRT). rmands has been updated to output this information. It is suggested that RenderMan users re-build dialog scripts.

Wed. October 10, 2001
4.9.498

There is an additional keyword in dialog scripts to "hint" at the type needed for RenderMan shaders. If this hint is supplied, the shader output in the RIB stream will have the appropriate declaration for the parameter (required for Entropy/BMRT). rmands has been updated to output this information. It is suggested that RenderMan users re-build dialog scripts.

Wed. October 10, 2001
4.9.498

Added the AttribMirror SOP. This SOP works much like the CaptureMirror SOP, except it mirrors any attribute. Point, Vertex, and Primitive attributes are supported. For example, it could be used for texturing one half of a character, then mirroring the texture coordinates to the other half.

Wed. October 10, 2001