Houdini Main Changelogs
4.9.363 | The i3dgen application can now generate anti-aliased maps. The -A option specifies the oversampling of the VEX density function. The -V option specifies a variance threshold for anti-aliasing. |
火. 5月 15, 2001 | |
4.9.363 | The i3dgen application can now generate anti-aliased maps. The -A option specifies the oversampling of the VEX density function. The -V option specifies a variance threshold for anti-aliasing. |
火. 5月 15, 2001 | |
4.9.363 | The i3dgen application can now generate anti-aliased maps. The -A option specifies the oversampling of the VEX density function. The -V option specifies a variance threshold for anti-aliasing. |
火. 5月 15, 2001 | |
4.9.363 | The i3dgen application can now generate anti-aliased maps. The -A option specifies the oversampling of the VEX density function. The -V option specifies a variance threshold for anti-aliasing. |
火. 5月 15, 2001 | |
4.9.363 | Added two new entries to the right-mouse popup menu for parms in the OP parm dialogs:
Before, a convenient way of locking and unlocking channels was available only through the handle menu. |
火. 5月 15, 2001 | |
4.9.363 | Added two new entries to the right-mouse popup menu for parms in the OP parm dialogs:
Before, a convenient way of locking and unlocking channels was available only through the handle menu. |
火. 5月 15, 2001 | |
4.9.363 | Added two new entries to the right-mouse popup menu for parms in the OP parm dialogs:
Before, a convenient way of locking and unlocking channels was available only through the handle menu. |
火. 5月 15, 2001 | |
4.9.363 | Added two new entries to the right-mouse popup menu for parms in the OP parm dialogs:
Before, a convenient way of locking and unlocking channels was available only through the handle menu. |
火. 5月 15, 2001 | |
4.9.363 | Added two new entries to the right-mouse popup menu for parms in the OP parm dialogs:
Before, a convenient way of locking and unlocking channels was available only through the handle menu. |
火. 5月 15, 2001 | |
4.9.363 | Wren now supports line colors specified by the "linecolor" primitive attribute. Also lines of varying width are now supported correctly. |
火. 5月 15, 2001 | |
4.9.363 | Wren now supports line colors specified by the "linecolor" primitive attribute. Also lines of varying width are now supported correctly. |
火. 5月 15, 2001 | |
4.9.363 | Wren now supports line colors specified by the "linecolor" primitive attribute. Also lines of varying width are now supported correctly. |
火. 5月 15, 2001 | |
4.9.363 | Wren now supports line colors specified by the "linecolor" primitive attribute. Also lines of varying width are now supported correctly. |
火. 5月 15, 2001 | |
4.9.363 | Wren now supports line colors specified by the "linecolor" primitive attribute. Also lines of varying width are now supported correctly. |
火. 5月 15, 2001 | |
4.9.362 | Fixed bug that caused the NT version of hserver to hang when licenses ran out. |
月. 5月 14, 2001 | |
4.9.362 | Fixed bug that caused the NT version of hserver to hang when licenses ran out. |
月. 5月 14, 2001 | |
4.9.362 | Fixed bug that caused the NT version of hserver to hang when licenses ran out. |
月. 5月 14, 2001 | |
4.9.362 | Fixed bug that caused the NT version of hserver to hang when licenses ran out. |
月. 5月 14, 2001 | |
4.9.362 | Fixed bug that caused the NT version of hserver to hang when licenses ran out. |
月. 5月 14, 2001 | |
4.9.359 | The image3d VEX context has a new loop construct. The forpoints() loop will loop through all metaballs which have an effect at the point specified. The mattrib() and mdensity() functions work differently inside a forpoints() loop in that they will return the attribute for the metaball in question. For example, to blend the color attribute, you can do either: vector clr = mattrib("Cd", P); or vector clr = 0; forpoints(P) { clr += mdensity(P) * mattrib("Cd", P); } However, the loop construct also allows users to perform their own blending functions on metaball evaluation. Please see the online HTML VEX documentation for further information. |
金. 5月 11, 2001 | |
4.9.359 | The image3d VEX context has a new loop construct. The forpoints() loop will loop through all metaballs which have an effect at the point specified. The mattrib() and mdensity() functions work differently inside a forpoints() loop in that they will return the attribute for the metaball in question. For example, to blend the color attribute, you can do either: vector clr = mattrib("Cd", P); or vector clr = 0; forpoints(P) { clr += mdensity(P) * mattrib("Cd", P); } However, the loop construct also allows users to perform their own blending functions on metaball evaluation. Please see the online HTML VEX documentation for further information. |
金. 5月 11, 2001 | |
4.9.359 | The image3d VEX context has a new loop construct. The forpoints() loop will loop through all metaballs which have an effect at the point specified. The mattrib() and mdensity() functions work differently inside a forpoints() loop in that they will return the attribute for the metaball in question. For example, to blend the color attribute, you can do either: vector clr = mattrib("Cd", P); or vector clr = 0; forpoints(P) { clr += mdensity(P) * mattrib("Cd", P); } However, the loop construct also allows users to perform their own blending functions on metaball evaluation. Please see the online HTML VEX documentation for further information. |
金. 5月 11, 2001 | |
4.9.359 | The image3d VEX context has a new loop construct. The forpoints() loop will loop through all metaballs which have an effect at the point specified. The mattrib() and mdensity() functions work differently inside a forpoints() loop in that they will return the attribute for the metaball in question. For example, to blend the color attribute, you can do either: vector clr = mattrib("Cd", P); or vector clr = 0; forpoints(P) { clr += mdensity(P) * mattrib("Cd", P); } However, the loop construct also allows users to perform their own blending functions on metaball evaluation. Please see the online HTML VEX documentation for further information. |
金. 5月 11, 2001 | |
4.9.359 | The image3d VEX context has a new loop construct. The forpoints() loop will loop through all metaballs which have an effect at the point specified. The mattrib() and mdensity() functions work differently inside a forpoints() loop in that they will return the attribute for the metaball in question. For example, to blend the color attribute, you can do either: vector clr = mattrib("Cd", P); or vector clr = 0; forpoints(P) { clr += mdensity(P) * mattrib("Cd", P); } However, the loop construct also allows users to perform their own blending functions on metaball evaluation. Please see the online HTML VEX documentation for further information. |
金. 5月 11, 2001 | |
4.9.359 | Fixed bug which caused crashes when manipulating the viewer handles of the Noise CHOP when it was generating Brownian or Random noise. |
金. 5月 11, 2001 |