Houdini Main Changelogs

5.1.35

The changing of the Display flag in the OP list now observes the exact same rules that apply to the tiles: assuming the Display and Render flags are tied in the Preferences dialog, the Render flag will follow the Display flag if the Display flag and the Render flag were intially both on the same node and the CTRL key is not pressed, or if they were on different nodes but the SHIFT key is pressed.

Mon. February 25, 2002
5.1.35

The changing of the Display flag in the OP list now observes the exact same rules that apply to the tiles: assuming the Display and Render flags are tied in the Preferences dialog, the Render flag will follow the Display flag if the Display flag and the Render flag were intially both on the same node and the CTRL key is not pressed, or if they were on different nodes but the SHIFT key is pressed.

Mon. February 25, 2002
5.1.35

The changing of the Display flag in the OP list now observes the exact same rules that apply to the tiles: assuming the Display and Render flags are tied in the Preferences dialog, the Render flag will follow the Display flag if the Display flag and the Render flag were intially both on the same node and the CTRL key is not pressed, or if they were on different nodes but the SHIFT key is pressed.

Mon. February 25, 2002
5.1.35

The default shader path output to RIB has changed slightly so that any ri_shaders directories found in the HOUDINI_PATH will now occur before the previous path definition. This does not affect any output drivers which override the shading path.

Mon. February 25, 2002
5.1.35

The default shader path output to RIB has changed slightly so that any ri_shaders directories found in the HOUDINI_PATH will now occur before the previous path definition. This does not affect any output drivers which override the shading path.

Mon. February 25, 2002
5.1.35

The default shader path output to RIB has changed slightly so that any ri_shaders directories found in the HOUDINI_PATH will now occur before the previous path definition. This does not affect any output drivers which override the shading path.

Mon. February 25, 2002
5.1.35

The default shader path output to RIB has changed slightly so that any ri_shaders directories found in the HOUDINI_PATH will now occur before the previous path definition. This does not affect any output drivers which override the shading path.

Mon. February 25, 2002
5.1.35

The default shader path output to RIB has changed slightly so that any ri_shaders directories found in the HOUDINI_PATH will now occur before the previous path definition. This does not affect any output drivers which override the shading path.

Mon. February 25, 2002
5.1.35

The Layer and Composite COPs have been improved to include full transforms for each layer, wrapping options and per-layer operations.

Mon. February 25, 2002
5.1.35

The Layer and Composite COPs have been improved to include full transforms for each layer, wrapping options and per-layer operations.

Mon. February 25, 2002
5.1.35

The Layer and Composite COPs have been improved to include full transforms for each layer, wrapping options and per-layer operations.

Mon. February 25, 2002
5.1.35

The Layer and Composite COPs have been improved to include full transforms for each layer, wrapping options and per-layer operations.

Mon. February 25, 2002
5.1.35

The Layer and Composite COPs have been improved to include full transforms for each layer, wrapping options and per-layer operations.

Mon. February 25, 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

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