Houdini Main Changelogs

4.9.436

When including <math.h> in VEX code, a define was created for "E". This conflicted with the global variable "E" in the CHOP context. The work around was to have the following code in the CHOP definition: #include <math.h> #undef E However, the defines in math.h have been changes so that all mathematical constants are prefixed with M_ (i.e. M_PI instead of PI).

To minimize the changes required to existing code, backward compatibility defines are created (unless the environment variable VEX_STRICT_COMPILE or the define VEX_STRICT_COMPILE exists) for all constants (excepting "E").

All standard shaders have been modified to use the new naming conventions for mathematical constants.

Thu. August 2, 2001
4.9.436

When including <math.h> in VEX code, a define was created for "E". This conflicted with the global variable "E" in the CHOP context. The work around was to have the following code in the CHOP definition: #include <math.h> #undef E However, the defines in math.h have been changes so that all mathematical constants are prefixed with M_ (i.e. M_PI instead of PI).

To minimize the changes required to existing code, backward compatibility defines are created (unless the environment variable VEX_STRICT_COMPILE or the define VEX_STRICT_COMPILE exists) for all constants (excepting "E").

All standard shaders have been modified to use the new naming conventions for mathematical constants.

Thu. August 2, 2001
4.9.436

When including <math.h> in VEX code, a define was created for "E". This conflicted with the global variable "E" in the CHOP context. The work around was to have the following code in the CHOP definition: #include <math.h> #undef E However, the defines in math.h have been changes so that all mathematical constants are prefixed with M_ (i.e. M_PI instead of PI).

To minimize the changes required to existing code, backward compatibility defines are created (unless the environment variable VEX_STRICT_COMPILE or the define VEX_STRICT_COMPILE exists) for all constants (excepting "E").

All standard shaders have been modified to use the new naming conventions for mathematical constants.

Thu. August 2, 2001
4.9.436

It is now possible to specify object groups that are contained in subnets as part of your light masks, shadow masks, etc. To specify the "lights" group contained in subnet1, use "@subnet1/lights". Note that this value is the same whether you are setting the light mask for "/obj/geo1", or "/obj/subnet1/geo1". Similarly, if you specify a light mask of "light1" for "/obj/subnet1/geo1", this really means "/obj/light1", not "/obj/subnet1/light1". To specify "/obj/subnet1/light1" in the light mask, use "subnet1/light1".

Thu. August 2, 2001
4.9.436

It is now possible to specify object groups that are contained in subnets as part of your light masks, shadow masks, etc. To specify the "lights" group contained in subnet1, use "@subnet1/lights". Note that this value is the same whether you are setting the light mask for "/obj/geo1", or "/obj/subnet1/geo1". Similarly, if you specify a light mask of "light1" for "/obj/subnet1/geo1", this really means "/obj/light1", not "/obj/subnet1/light1". To specify "/obj/subnet1/light1" in the light mask, use "subnet1/light1".

Thu. August 2, 2001
4.9.436

It is now possible to specify object groups that are contained in subnets as part of your light masks, shadow masks, etc. To specify the "lights" group contained in subnet1, use "@subnet1/lights". Note that this value is the same whether you are setting the light mask for "/obj/geo1", or "/obj/subnet1/geo1". Similarly, if you specify a light mask of "light1" for "/obj/subnet1/geo1", this really means "/obj/light1", not "/obj/subnet1/light1". To specify "/obj/subnet1/light1" in the light mask, use "subnet1/light1".

Thu. August 2, 2001
4.9.436

It is now possible to specify object groups that are contained in subnets as part of your light masks, shadow masks, etc. To specify the "lights" group contained in subnet1, use "@subnet1/lights". Note that this value is the same whether you are setting the light mask for "/obj/geo1", or "/obj/subnet1/geo1". Similarly, if you specify a light mask of "light1" for "/obj/subnet1/geo1", this really means "/obj/light1", not "/obj/subnet1/light1". To specify "/obj/subnet1/light1" in the light mask, use "subnet1/light1".

Thu. August 2, 2001
4.9.436

It is now possible to specify object groups that are contained in subnets as part of your light masks, shadow masks, etc. To specify the "lights" group contained in subnet1, use "@subnet1/lights". Note that this value is the same whether you are setting the light mask for "/obj/geo1", or "/obj/subnet1/geo1". Similarly, if you specify a light mask of "light1" for "/obj/subnet1/geo1", this really means "/obj/light1", not "/obj/subnet1/light1". To specify "/obj/subnet1/light1" in the light mask, use "subnet1/light1".

Thu. August 2, 2001
4.9.436

PolySplit state will now take the input geometry in consideration when it computes the snap tolerance. Also, a slew of bugs related to synchronizing the network with the state were fixed.

Thu. August 2, 2001
4.9.436

PolySplit state will now take the input geometry in consideration when it computes the snap tolerance. Also, a slew of bugs related to synchronizing the network with the state were fixed.

Thu. August 2, 2001
4.9.436

PolySplit state will now take the input geometry in consideration when it computes the snap tolerance. Also, a slew of bugs related to synchronizing the network with the state were fixed.

Thu. August 2, 2001
4.9.436

PolySplit state will now take the input geometry in consideration when it computes the snap tolerance. Also, a slew of bugs related to synchronizing the network with the state were fixed.

Thu. August 2, 2001
4.9.436

PolySplit state will now take the input geometry in consideration when it computes the snap tolerance. Also, a slew of bugs related to synchronizing the network with the state were fixed.

Thu. August 2, 2001
4.9.435

There is now a Capture Geometry object state that allows you to pick your skin geometry, root object for capturing, and then creates the Capture and Deform SOPs for you.

Wed. August 1, 2001
4.9.435

There is now a Capture Geometry object state that allows you to pick your skin geometry, root object for capturing, and then creates the Capture and Deform SOPs for you.

Wed. August 1, 2001
4.9.435

There is now a Capture Geometry object state that allows you to pick your skin geometry, root object for capturing, and then creates the Capture and Deform SOPs for you.

Wed. August 1, 2001
4.9.435

There is now a Capture Geometry object state that allows you to pick your skin geometry, root object for capturing, and then creates the Capture and Deform SOPs for you.

Wed. August 1, 2001
4.9.435

There is now a Capture Geometry object state that allows you to pick your skin geometry, root object for capturing, and then creates the Capture and Deform SOPs for you.

Wed. August 1, 2001
4.9.435

Fixed a bug in vmantra that caused it to crash when polygons with holes were rendered as subdivision surfaces.

Wed. August 1, 2001
4.9.435

Fixed a bug in vmantra that caused it to crash when polygons with holes were rendered as subdivision surfaces.

Wed. August 1, 2001
4.9.435

Fixed a bug in vmantra that caused it to crash when polygons with holes were rendered as subdivision surfaces.

Wed. August 1, 2001
4.9.435

Fixed a bug in vmantra that caused it to crash when polygons with holes were rendered as subdivision surfaces.

Wed. August 1, 2001
4.9.435

Fixed a bug in vmantra that caused it to crash when polygons with holes were rendered as subdivision surfaces.

Wed. August 1, 2001
4.9.435

Fixed bug in our OBJ export which prevented vertex UV attributes from being written out correctly.

Wed. August 1, 2001
4.9.435

Fixed bug in our OBJ export which prevented vertex UV attributes from being written out correctly.

Wed. August 1, 2001