Houdini Main Changelogs
6.0.189 | Ctrl+c/v hotkeys have been enabled for the graph mode of the channel editor. They do the same as the C/P buttons in the upper-right corner. ie. copy the values at the current time and paste the previously copied values at the current time. |
木. 1月 23, 2003 | |
6.0.189 | Ctrl+c/v hotkeys have been enabled for the graph mode of the channel editor. They do the same as the C/P buttons in the upper-right corner. ie. copy the values at the current time and paste the previously copied values at the current time. |
木. 1月 23, 2003 | |
6.0.189 | Ctrl+c/v hotkeys have been enabled for the graph mode of the channel editor. They do the same as the C/P buttons in the upper-right corner. ie. copy the values at the current time and paste the previously copied values at the current time. |
木. 1月 23, 2003 | |
6.0.189 | Ctrl+c/v hotkeys have been enabled for the graph mode of the channel editor. They do the same as the C/P buttons in the upper-right corner. ie. copy the values at the current time and paste the previously copied values at the current time. |
木. 1月 23, 2003 | |
6.0.189 | Ctrl+c/v hotkeys have been enabled for the graph mode of the channel editor. They do the same as the C/P buttons in the upper-right corner. ie. copy the values at the current time and paste the previously copied values at the current time. |
木. 1月 23, 2003 | |
6.0.189 | The Shader SOP now can have an arbitrary number of shaders applied in the single op. It also uses the new dynamic parm method of reference rather than the old shop path, allowing it to use relative references to SHOPs. Rather than default the group to an expression which reads the surface group, a toggle is now provided to override the group field with the surface group's field. |
木. 1月 23, 2003 | |
6.0.189 | The Shader SOP now can have an arbitrary number of shaders applied in the single op. It also uses the new dynamic parm method of reference rather than the old shop path, allowing it to use relative references to SHOPs. Rather than default the group to an expression which reads the surface group, a toggle is now provided to override the group field with the surface group's field. |
木. 1月 23, 2003 | |
6.0.189 | The Shader SOP now can have an arbitrary number of shaders applied in the single op. It also uses the new dynamic parm method of reference rather than the old shop path, allowing it to use relative references to SHOPs. Rather than default the group to an expression which reads the surface group, a toggle is now provided to override the group field with the surface group's field. |
木. 1月 23, 2003 | |
6.0.189 | The Shader SOP now can have an arbitrary number of shaders applied in the single op. It also uses the new dynamic parm method of reference rather than the old shop path, allowing it to use relative references to SHOPs. Rather than default the group to an expression which reads the surface group, a toggle is now provided to override the group field with the surface group's field. |
木. 1月 23, 2003 | |
6.0.189 | The Shader SOP now can have an arbitrary number of shaders applied in the single op. It also uses the new dynamic parm method of reference rather than the old shop path, allowing it to use relative references to SHOPs. Rather than default the group to an expression which reads the surface group, a toggle is now provided to override the group field with the surface group's field. |
木. 1月 23, 2003 | |
6.0.189 | The File Still COP has been removed, as the File COP now detects if its File parameter is time dependent. If it is time dependent (ie, $F is in the filename), then it assumes the input is a sequence of files. If not time dependent, it assumes a still file. Hip files with File Still COPs will load them as File COPs. |
木. 1月 23, 2003 | |
6.0.189 | The File Still COP has been removed, as the File COP now detects if its File parameter is time dependent. If it is time dependent (ie, $F is in the filename), then it assumes the input is a sequence of files. If not time dependent, it assumes a still file. Hip files with File Still COPs will load them as File COPs. |
木. 1月 23, 2003 | |
6.0.189 | The File Still COP has been removed, as the File COP now detects if its File parameter is time dependent. If it is time dependent (ie, $F is in the filename), then it assumes the input is a sequence of files. If not time dependent, it assumes a still file. Hip files with File Still COPs will load them as File COPs. |
木. 1月 23, 2003 | |
6.0.189 | The File Still COP has been removed, as the File COP now detects if its File parameter is time dependent. If it is time dependent (ie, $F is in the filename), then it assumes the input is a sequence of files. If not time dependent, it assumes a still file. Hip files with File Still COPs will load them as File COPs. |
木. 1月 23, 2003 | |
6.0.189 | The File Still COP has been removed, as the File COP now detects if its File parameter is time dependent. If it is time dependent (ie, $F is in the filename), then it assumes the input is a sequence of files. If not time dependent, it assumes a still file. Hip files with File Still COPs will load them as File COPs. |
木. 1月 23, 2003 | |
6.0.189 | The File Still COP has been removed, as File COPs now interpret non-animated filename expressions as stills. Hip files with File Still COPs in them will be auto-converted to use File COPs on load. |
木. 1月 23, 2003 | |
6.0.189 | The File Still COP has been removed, as File COPs now interpret non-animated filename expressions as stills. Hip files with File Still COPs in them will be auto-converted to use File COPs on load. |
木. 1月 23, 2003 | |
6.0.189 | The File Still COP has been removed, as File COPs now interpret non-animated filename expressions as stills. Hip files with File Still COPs in them will be auto-converted to use File COPs on load. |
木. 1月 23, 2003 | |
6.0.189 | The File Still COP has been removed, as File COPs now interpret non-animated filename expressions as stills. Hip files with File Still COPs in them will be auto-converted to use File COPs on load. |
木. 1月 23, 2003 | |
6.0.189 | The File Still COP has been removed, as File COPs now interpret non-animated filename expressions as stills. Hip files with File Still COPs in them will be auto-converted to use File COPs on load. |
木. 1月 23, 2003 | |
6.0.189 | These are just some notes on procedural geometry generators in mantra. Mantra can currently get geometry to render in two (or three) ways:
These two mechanisms have different properties inside the rendering engine and these notes are intended to help identify the advantages and short-comings of each approach.
However, a single piece of geometry can be instanced multiple times resulting in potentially huge memory savings. Savings are lessened if:
As with the first case, mantra is able to re-use the geometry for multiple instances resulting in much better memory performance.
However, procedurals are able to generate geometry on the fly. This means that they can generate geometry suitable for the frame being rendered. For example, a procedural tree might generate open polygon curves if the tree is very small in screen space, but generate highly detailed tubes if the tree is in very close to the camera. The procedural also has the ability to change shaders based on the level of detail required for rendering. So in short, there are advantages to using procedurals, but at the cost of a potentially larger memory footprint for renderings. Especially where multiple instances are being rendered. |
木. 1月 23, 2003 | |
6.0.189 | These are just some notes on procedural geometry generators in mantra. Mantra can currently get geometry to render in two (or three) ways:
These two mechanisms have different properties inside the rendering engine and these notes are intended to help identify the advantages and short-comings of each approach.
However, a single piece of geometry can be instanced multiple times resulting in potentially huge memory savings. Savings are lessened if:
As with the first case, mantra is able to re-use the geometry for multiple instances resulting in much better memory performance.
However, procedurals are able to generate geometry on the fly. This means that they can generate geometry suitable for the frame being rendered. For example, a procedural tree might generate open polygon curves if the tree is very small in screen space, but generate highly detailed tubes if the tree is in very close to the camera. The procedural also has the ability to change shaders based on the level of detail required for rendering. So in short, there are advantages to using procedurals, but at the cost of a potentially larger memory footprint for renderings. Especially where multiple instances are being rendered. |
木. 1月 23, 2003 | |
6.0.189 | These are just some notes on procedural geometry generators in mantra. Mantra can currently get geometry to render in two (or three) ways:
These two mechanisms have different properties inside the rendering engine and these notes are intended to help identify the advantages and short-comings of each approach.
However, a single piece of geometry can be instanced multiple times resulting in potentially huge memory savings. Savings are lessened if:
As with the first case, mantra is able to re-use the geometry for multiple instances resulting in much better memory performance.
However, procedurals are able to generate geometry on the fly. This means that they can generate geometry suitable for the frame being rendered. For example, a procedural tree might generate open polygon curves if the tree is very small in screen space, but generate highly detailed tubes if the tree is in very close to the camera. The procedural also has the ability to change shaders based on the level of detail required for rendering. So in short, there are advantages to using procedurals, but at the cost of a potentially larger memory footprint for renderings. Especially where multiple instances are being rendered. |
木. 1月 23, 2003 | |
6.0.189 | These are just some notes on procedural geometry generators in mantra. Mantra can currently get geometry to render in two (or three) ways:
These two mechanisms have different properties inside the rendering engine and these notes are intended to help identify the advantages and short-comings of each approach.
However, a single piece of geometry can be instanced multiple times resulting in potentially huge memory savings. Savings are lessened if:
As with the first case, mantra is able to re-use the geometry for multiple instances resulting in much better memory performance.
However, procedurals are able to generate geometry on the fly. This means that they can generate geometry suitable for the frame being rendered. For example, a procedural tree might generate open polygon curves if the tree is very small in screen space, but generate highly detailed tubes if the tree is in very close to the camera. The procedural also has the ability to change shaders based on the level of detail required for rendering. So in short, there are advantages to using procedurals, but at the cost of a potentially larger memory footprint for renderings. Especially where multiple instances are being rendered. |
木. 1月 23, 2003 | |
6.0.189 | These are just some notes on procedural geometry generators in mantra. Mantra can currently get geometry to render in two (or three) ways:
These two mechanisms have different properties inside the rendering engine and these notes are intended to help identify the advantages and short-comings of each approach.
However, a single piece of geometry can be instanced multiple times resulting in potentially huge memory savings. Savings are lessened if:
As with the first case, mantra is able to re-use the geometry for multiple instances resulting in much better memory performance.
However, procedurals are able to generate geometry on the fly. This means that they can generate geometry suitable for the frame being rendered. For example, a procedural tree might generate open polygon curves if the tree is very small in screen space, but generate highly detailed tubes if the tree is in very close to the camera. The procedural also has the ability to change shaders based on the level of detail required for rendering. So in short, there are advantages to using procedurals, but at the cost of a potentially larger memory footprint for renderings. Especially where multiple instances are being rendered. |
木. 1月 23, 2003 |