Houdini Main Changelogs
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 | |
4.9.477 | Can once again drop a pop sop. |
Wed. September 19, 2001 | |
4.9.477 | Can once again drop a pop sop. |
Wed. September 19, 2001 | |
4.9.477 | Can once again drop a pop sop. |
Wed. September 19, 2001 | |
4.9.477 | Can once again drop a pop sop. |
Wed. September 19, 2001 | |
4.9.477 | The info button now displays how many items are highlighted (sops highlight geometry when they cook if the highlight flag is turned on) and how many items are selected (when choosing the input to a sop). If there are multiple selections (eg. when selecting the u and v curves for a skin sop) the number of items in each of those selections is displayed. |
Wed. September 19, 2001 |