Houdini Main Changelogs
4.9.357 | Adding the ability to type an op name in the tab menu. The list of operators will be filtered to match what was typed. |
水. 5月 9, 2001 | |
4.9.357 | Added handles and automatic node creation to the TimeLine view. Also added a filter mechanism to display all, just displayed, or time sensitive COPs in the timeline. |
水. 5月 9, 2001 | |
4.9.357 | Added handles and automatic node creation to the TimeLine view. Also added a filter mechanism to display all, just displayed, or time sensitive COPs in the timeline. |
水. 5月 9, 2001 | |
4.9.357 | Added handles and automatic node creation to the TimeLine view. Also added a filter mechanism to display all, just displayed, or time sensitive COPs in the timeline. |
水. 5月 9, 2001 | |
4.9.357 | Added handles and automatic node creation to the TimeLine view. Also added a filter mechanism to display all, just displayed, or time sensitive COPs in the timeline. |
水. 5月 9, 2001 | |
4.9.357 | Added handles and automatic node creation to the TimeLine view. Also added a filter mechanism to display all, just displayed, or time sensitive COPs in the timeline. |
水. 5月 9, 2001 | |
4.9.356 | There are two new expression functions in Houdini: tex() and texni() which perform texture evaluation of disk files. These functions are similar to the pic() and picni() expression functions, but use the texture mapping code to allow for rasters which aren't 4 channel 8/16 bit data. These functions can minimize memory usage when accessing single or three channel images and can also provide access to high-dynamic range/high-precision data stored in floating point images. |
火. 5月 8, 2001 | |
4.9.356 | There are two new expression functions in Houdini: tex() and texni() which perform texture evaluation of disk files. These functions are similar to the pic() and picni() expression functions, but use the texture mapping code to allow for rasters which aren't 4 channel 8/16 bit data. These functions can minimize memory usage when accessing single or three channel images and can also provide access to high-dynamic range/high-precision data stored in floating point images. |
火. 5月 8, 2001 | |
4.9.356 | There are two new expression functions in Houdini: tex() and texni() which perform texture evaluation of disk files. These functions are similar to the pic() and picni() expression functions, but use the texture mapping code to allow for rasters which aren't 4 channel 8/16 bit data. These functions can minimize memory usage when accessing single or three channel images and can also provide access to high-dynamic range/high-precision data stored in floating point images. |
火. 5月 8, 2001 | |
4.9.356 | There are two new expression functions in Houdini: tex() and texni() which perform texture evaluation of disk files. These functions are similar to the pic() and picni() expression functions, but use the texture mapping code to allow for rasters which aren't 4 channel 8/16 bit data. These functions can minimize memory usage when accessing single or three channel images and can also provide access to high-dynamic range/high-precision data stored in floating point images. |
火. 5月 8, 2001 | |
4.9.356 | There are two new expression functions in Houdini: tex() and texni() which perform texture evaluation of disk files. These functions are similar to the pic() and picni() expression functions, but use the texture mapping code to allow for rasters which aren't 4 channel 8/16 bit data. These functions can minimize memory usage when accessing single or three channel images and can also provide access to high-dynamic range/high-precision data stored in floating point images. |
火. 5月 8, 2001 | |
4.9.356 | The texture engine for sampling non-RAT textures was largely re-written. Aside from minor performance improvements, the texturing code now handles images consisting of 1, 3 or 4 channels of color data which can be 8-bit, 16-bit or floating point format. Previously all images loaded were converted to 4 channel 8-bit or 16-bit rasters internally. Please note that RAT files still provide the best quality filtering and memory usage and should be used for all texture mapping (excepting bump-mapping and shadow maps where no filtering advantages are gained). |
火. 5月 8, 2001 | |
4.9.356 | The texture engine for sampling non-RAT textures was largely re-written. Aside from minor performance improvements, the texturing code now handles images consisting of 1, 3 or 4 channels of color data which can be 8-bit, 16-bit or floating point format. Previously all images loaded were converted to 4 channel 8-bit or 16-bit rasters internally. Please note that RAT files still provide the best quality filtering and memory usage and should be used for all texture mapping (excepting bump-mapping and shadow maps where no filtering advantages are gained). |
火. 5月 8, 2001 | |
4.9.356 | The texture engine for sampling non-RAT textures was largely re-written. Aside from minor performance improvements, the texturing code now handles images consisting of 1, 3 or 4 channels of color data which can be 8-bit, 16-bit or floating point format. Previously all images loaded were converted to 4 channel 8-bit or 16-bit rasters internally. Please note that RAT files still provide the best quality filtering and memory usage and should be used for all texture mapping (excepting bump-mapping and shadow maps where no filtering advantages are gained). |
火. 5月 8, 2001 | |
4.9.356 | The texture engine for sampling non-RAT textures was largely re-written. Aside from minor performance improvements, the texturing code now handles images consisting of 1, 3 or 4 channels of color data which can be 8-bit, 16-bit or floating point format. Previously all images loaded were converted to 4 channel 8-bit or 16-bit rasters internally. Please note that RAT files still provide the best quality filtering and memory usage and should be used for all texture mapping (excepting bump-mapping and shadow maps where no filtering advantages are gained). |
火. 5月 8, 2001 | |
4.9.356 | The texture engine for sampling non-RAT textures was largely re-written. Aside from minor performance improvements, the texturing code now handles images consisting of 1, 3 or 4 channels of color data which can be 8-bit, 16-bit or floating point format. Previously all images loaded were converted to 4 channel 8-bit or 16-bit rasters internally. Please note that RAT files still provide the best quality filtering and memory usage and should be used for all texture mapping (excepting bump-mapping and shadow maps where no filtering advantages are gained). |
火. 5月 8, 2001 | |
4.9.355 | When secure selection is OFF in the world viewer, the selection buttons on the left-hand side of the viewer are now enabled. |
月. 5月 7, 2001 | |
4.9.355 | When secure selection is OFF in the world viewer, the selection buttons on the left-hand side of the viewer are now enabled. |
月. 5月 7, 2001 | |
4.9.355 | When secure selection is OFF in the world viewer, the selection buttons on the left-hand side of the viewer are now enabled. |
月. 5月 7, 2001 | |
4.9.355 | When secure selection is OFF in the world viewer, the selection buttons on the left-hand side of the viewer are now enabled. |
月. 5月 7, 2001 | |
4.9.355 | When secure selection is OFF in the world viewer, the selection buttons on the left-hand side of the viewer are now enabled. |
月. 5月 7, 2001 | |
4.9.355 | Improved bone rotations (especially twisting) when converting mocap data. |
月. 5月 7, 2001 | |
4.9.355 | Improved bone rotations (especially twisting) when converting mocap data. |
月. 5月 7, 2001 | |
4.9.355 | Improved bone rotations (especially twisting) when converting mocap data. |
月. 5月 7, 2001 | |
4.9.355 | Improved bone rotations (especially twisting) when converting mocap data. |
月. 5月 7, 2001 |