Houdini Main Changelogs
8.0.312 | Added a new VEX shadowmap() function that samples a shadow map in a user specified sampling rectangle defined by 4 vectors. |
Mon. July 25, 2005 | |
8.0.312 | Added a new VEX shadowmap() function that samples a shadow map in a user specified sampling rectangle defined by 4 vectors. |
Mon. July 25, 2005 | |
8.0.312 | Added a new VEX shadowmap() function that samples a shadow map in a user specified sampling rectangle defined by 4 vectors. |
Mon. July 25, 2005 | |
8.0.312 | Added a new VEX shadowmap() function that samples a shadow map in a user specified sampling rectangle defined by 4 vectors. |
Mon. July 25, 2005 | |
8.0.312 | Adding a new API to Houdini for generating deep shadow map files. The new API is found in the header IMG_DeepShadow.h. Also adds an example standalone program to the HDK for generating deep shadow maps from an I3D volume (i3ddsmgen). |
Mon. July 25, 2005 | |
8.0.312 | Adding a new API to Houdini for generating deep shadow map files. The new API is found in the header IMG_DeepShadow.h. Also adds an example standalone program to the HDK for generating deep shadow maps from an I3D volume (i3ddsmgen). |
Mon. July 25, 2005 | |
8.0.312 | Adding a new API to Houdini for generating deep shadow map files. The new API is found in the header IMG_DeepShadow.h. Also adds an example standalone program to the HDK for generating deep shadow maps from an I3D volume (i3ddsmgen). |
Mon. July 25, 2005 | |
8.0.312 | Adding a new API to Houdini for generating deep shadow map files. The new API is found in the header IMG_DeepShadow.h. Also adds an example standalone program to the HDK for generating deep shadow maps from an I3D volume (i3ddsmgen). |
Mon. July 25, 2005 | |
8.0.312 | Adding a new API to Houdini for generating deep shadow map files. The new API is found in the header IMG_DeepShadow.h. Also adds an example standalone program to the HDK for generating deep shadow maps from an I3D volume (i3ddsmgen). |
Mon. July 25, 2005 | |
8.0.312 | Fixed a bug with collapsable pixel operations when a node in the middle has the Effect parm (Mask tab) set to something other than 1, and the operation doesn't fold the effect into the pixel equation (such as an Invert COP). Now, this will break the chain and force quantization at that node, making the chain evaluate correctly. |
Mon. July 25, 2005 | |
8.0.312 | Fixed a bug with collapsable pixel operations when a node in the middle has the Effect parm (Mask tab) set to something other than 1, and the operation doesn't fold the effect into the pixel equation (such as an Invert COP). Now, this will break the chain and force quantization at that node, making the chain evaluate correctly. |
Mon. July 25, 2005 | |
8.0.312 | Fixed a bug with collapsable pixel operations when a node in the middle has the Effect parm (Mask tab) set to something other than 1, and the operation doesn't fold the effect into the pixel equation (such as an Invert COP). Now, this will break the chain and force quantization at that node, making the chain evaluate correctly. |
Mon. July 25, 2005 | |
8.0.312 | Fixed a bug with collapsable pixel operations when a node in the middle has the Effect parm (Mask tab) set to something other than 1, and the operation doesn't fold the effect into the pixel equation (such as an Invert COP). Now, this will break the chain and force quantization at that node, making the chain evaluate correctly. |
Mon. July 25, 2005 | |
8.0.312 | Fixed a bug with collapsable pixel operations when a node in the middle has the Effect parm (Mask tab) set to something other than 1, and the operation doesn't fold the effect into the pixel equation (such as an Invert COP). Now, this will break the chain and force quantization at that node, making the chain evaluate correctly. |
Mon. July 25, 2005 | |
8.0.312 | The RBD Object DOP now provides some simple default geometry to simplify the set up of start RBD simulations. |
Mon. July 25, 2005 | |
8.0.312 | The RBD Object DOP now provides some simple default geometry to simplify the set up of start RBD simulations. |
Mon. July 25, 2005 | |
8.0.312 | The RBD Object DOP now provides some simple default geometry to simplify the set up of start RBD simulations. |
Mon. July 25, 2005 | |
8.0.312 | The RBD Object DOP now provides some simple default geometry to simplify the set up of start RBD simulations. |
Mon. July 25, 2005 | |
8.0.312 | The RBD Object DOP now provides some simple default geometry to simplify the set up of start RBD simulations. |
Mon. July 25, 2005 | |
8.0.312 | The Divide SOP's remove shared edge option no longer tries to fuse points. Instead, it only considers edges to be shared if they share point numbers. To get the old behaviour, one will have to first apply a fuse SOP with a tolerance of 1e-6. |
Mon. July 25, 2005 | |
8.0.312 | The Divide SOP's remove shared edge option no longer tries to fuse points. Instead, it only considers edges to be shared if they share point numbers. To get the old behaviour, one will have to first apply a fuse SOP with a tolerance of 1e-6. |
Mon. July 25, 2005 | |
8.0.312 | The Divide SOP's remove shared edge option no longer tries to fuse points. Instead, it only considers edges to be shared if they share point numbers. To get the old behaviour, one will have to first apply a fuse SOP with a tolerance of 1e-6. |
Mon. July 25, 2005 | |
8.0.312 | The Divide SOP's remove shared edge option no longer tries to fuse points. Instead, it only considers edges to be shared if they share point numbers. To get the old behaviour, one will have to first apply a fuse SOP with a tolerance of 1e-6. |
Mon. July 25, 2005 | |
8.0.312 | The Divide SOP's remove shared edge option no longer tries to fuse points. Instead, it only considers edges to be shared if they share point numbers. To get the old behaviour, one will have to first apply a fuse SOP with a tolerance of 1e-6. |
Mon. July 25, 2005 | |
8.0.312 | The remove shared edges toggle of the divide SOP no longer attempts to fuse points while considering edges shared. Edges are only shared if they share point numbers. The previous behaviour in the presence of shared point positions was to leave the boundary polygons intact, a uniformally undesirable result. |
Mon. July 25, 2005 |