Houdini Main Changelogs

4.9.477

There's a new command in the Houdini textport to turn VEX profiling on/off. This can be used to help optimize VEX code.

Wed. September 19, 2001
4.9.477

There's a new command in the Houdini textport to turn VEX profiling on/off. This can be used to help optimize VEX code.

Wed. September 19, 2001
4.9.477

There's a new command in the Houdini textport to turn VEX profiling on/off. This can be used to help optimize VEX code.

Wed. September 19, 2001
4.9.477

There's a new command in the Houdini textport to turn VEX profiling on/off. This can be used to help optimize VEX code.

Wed. September 19, 2001
4.9.477

There is now an option to turn on profiling for VEX code in vmantra. Profiling is a tool which allows you to see how much time is spent in each shader, how often each shader is called, how much memory is used by each shader etc. As well, there's a "debug" mode which can be turned on by the profiler which will check for invalid results of arithmetic operations (typically resulting in NAN's -- Not A Number's). These NAN's are typically responsible for the white/black specks in images.

There is an option in the VMantra output driver to set the level of VEX profiling.

NOTE: Turning on profiling can adversly affect rendering time, especially when checking validity of operations.

Wed. September 19, 2001
4.9.477

There is now an option to turn on profiling for VEX code in vmantra. Profiling is a tool which allows you to see how much time is spent in each shader, how often each shader is called, how much memory is used by each shader etc. As well, there's a "debug" mode which can be turned on by the profiler which will check for invalid results of arithmetic operations (typically resulting in NAN's -- Not A Number's). These NAN's are typically responsible for the white/black specks in images.

There is an option in the VMantra output driver to set the level of VEX profiling.

NOTE: Turning on profiling can adversly affect rendering time, especially when checking validity of operations.

Wed. September 19, 2001
4.9.477

There is now an option to turn on profiling for VEX code in vmantra. Profiling is a tool which allows you to see how much time is spent in each shader, how often each shader is called, how much memory is used by each shader etc. As well, there's a "debug" mode which can be turned on by the profiler which will check for invalid results of arithmetic operations (typically resulting in NAN's -- Not A Number's). These NAN's are typically responsible for the white/black specks in images.

There is an option in the VMantra output driver to set the level of VEX profiling.

NOTE: Turning on profiling can adversly affect rendering time, especially when checking validity of operations.

Wed. September 19, 2001
4.9.477

There is now an option to turn on profiling for VEX code in vmantra. Profiling is a tool which allows you to see how much time is spent in each shader, how often each shader is called, how much memory is used by each shader etc. As well, there's a "debug" mode which can be turned on by the profiler which will check for invalid results of arithmetic operations (typically resulting in NAN's -- Not A Number's). These NAN's are typically responsible for the white/black specks in images.

There is an option in the VMantra output driver to set the level of VEX profiling.

NOTE: Turning on profiling can adversly affect rendering time, especially when checking validity of operations.

Wed. September 19, 2001
4.9.477

There is now an option to turn on profiling for VEX code in vmantra. Profiling is a tool which allows you to see how much time is spent in each shader, how often each shader is called, how much memory is used by each shader etc. As well, there's a "debug" mode which can be turned on by the profiler which will check for invalid results of arithmetic operations (typically resulting in NAN's -- Not A Number's). These NAN's are typically responsible for the white/black specks in images.

There is an option in the VMantra output driver to set the level of VEX profiling.

NOTE: Turning on profiling can adversly affect rendering time, especially when checking validity of operations.

Wed. September 19, 2001
4.9.477

A new Brush Selector is available in addition to the box and lasso selectors. This allows you to add to your selection with the LMB, and remove with the MMB.

Both the brush and lasso selectors don't select invisible points.

The lasso selector has been made more generous with primitive selection and will behave more like the box select.

Wed. September 19, 2001
4.9.477

A new Brush Selector is available in addition to the box and lasso selectors. This allows you to add to your selection with the LMB, and remove with the MMB.

Both the brush and lasso selectors don't select invisible points.

The lasso selector has been made more generous with primitive selection and will behave more like the box select.

Wed. September 19, 2001
4.9.477

A new Brush Selector is available in addition to the box and lasso selectors. This allows you to add to your selection with the LMB, and remove with the MMB.

Both the brush and lasso selectors don't select invisible points.

The lasso selector has been made more generous with primitive selection and will behave more like the box select.

Wed. September 19, 2001
4.9.477

A new Brush Selector is available in addition to the box and lasso selectors. This allows you to add to your selection with the LMB, and remove with the MMB.

Both the brush and lasso selectors don't select invisible points.

The lasso selector has been made more generous with primitive selection and will behave more like the box select.

Wed. September 19, 2001
4.9.477

A new Brush Selector is available in addition to the box and lasso selectors. This allows you to add to your selection with the LMB, and remove with the MMB.

Both the brush and lasso selectors don't select invisible points.

The lasso selector has been made more generous with primitive selection and will behave more like the box select.

Wed. September 19, 2001
4.9.477

UV viewport tile boundaries can now be toggled on/off even when there is no background image.

Wed. September 19, 2001
4.9.477

UV viewport tile boundaries can now be toggled on/off even when there is no background image.

Wed. September 19, 2001
4.9.477

UV viewport tile boundaries can now be toggled on/off even when there is no background image.

Wed. September 19, 2001
4.9.477

UV viewport tile boundaries can now be toggled on/off even when there is no background image.

Wed. September 19, 2001
4.9.477

UV viewport tile boundaries can now be toggled on/off even when there is no background image.

Wed. September 19, 2001
4.9.477

Re-selecting in a UV Edit state will cause the entity type to switch between points and vertices appropriately in the sop.

Wed. September 19, 2001
4.9.477

Re-selecting in a UV Edit state will cause the entity type to switch between points and vertices appropriately in the sop.

Wed. September 19, 2001
4.9.477

Re-selecting in a UV Edit state will cause the entity type to switch between points and vertices appropriately in the sop.

Wed. September 19, 2001
4.9.477

Re-selecting in a UV Edit state will cause the entity type to switch between points and vertices appropriately in the sop.

Wed. September 19, 2001
4.9.477

Re-selecting in a UV Edit state will cause the entity type to switch between points and vertices appropriately in the sop.

Wed. September 19, 2001
4.9.477

Can once again drop a pop sop.

Wed. September 19, 2001