Houdini Main Changelogs
4.9.342 | More SOP connections will now be dotted because many SOP inputs are "reference inputs", ie only contribute as references to the SOP they help cook. Most 2nd and tertiary inputs are now defined as references. This change has helped us properly footprint SOPs that should remain visible when a new SOP is automatically created during interactive modeling. |
火. 4月 24, 2001 | |
4.9.342 | More SOP connections will now be dotted because many SOP inputs are "reference inputs", ie only contribute as references to the SOP they help cook. Most 2nd and tertiary inputs are now defined as references. This change has helped us properly footprint SOPs that should remain visible when a new SOP is automatically created during interactive modeling. |
火. 4月 24, 2001 | |
4.9.342 | More SOP connections will now be dotted because many SOP inputs are "reference inputs", ie only contribute as references to the SOP they help cook. Most 2nd and tertiary inputs are now defined as references. This change has helped us properly footprint SOPs that should remain visible when a new SOP is automatically created during interactive modeling. |
火. 4月 24, 2001 | |
4.9.342 | More SOP connections will now be dotted because many SOP inputs are "reference inputs", ie only contribute as references to the SOP they help cook. Most 2nd and tertiary inputs are now defined as references. This change has helped us properly footprint SOPs that should remain visible when a new SOP is automatically created during interactive modeling. |
火. 4月 24, 2001 | |
4.9.342 | More SOP connections will now be dotted because many SOP inputs are "reference inputs", ie only contribute as references to the SOP they help cook. Most 2nd and tertiary inputs are now defined as references. This change has helped us properly footprint SOPs that should remain visible when a new SOP is automatically created during interactive modeling. |
火. 4月 24, 2001 | |
4.9.342 | Persistent PIs are now stored in the hip file. There are new commands for creating, modifying, and grouping persistent PIs. There is also a new pane type that provides a UI for modifying persistent PIs. The IK end affector handle now has the pivot handle at the end of the bone for doing IK, plus it draws a second handle that looks like a bone. Grabbing this handle does FK on the chosen bone. The Move Single Bone option has been removed from this handle. As well, Shift-clicking on a handle will toggle the Locked state of that joint. Finally, for a given IK end affector PI, only a single handle is "current". The current handle has the full pivot handle drawn. Non-current handles just show the small box from the center of the pivot. For locked joints, the box is drawn shaded. For unlocked joints, the box is drawn in wireframe. |
火. 4月 24, 2001 | |
4.9.342 | Persistent PIs are now stored in the hip file. There are new commands for creating, modifying, and grouping persistent PIs. There is also a new pane type that provides a UI for modifying persistent PIs. The IK end affector handle now has the pivot handle at the end of the bone for doing IK, plus it draws a second handle that looks like a bone. Grabbing this handle does FK on the chosen bone. The Move Single Bone option has been removed from this handle. As well, Shift-clicking on a handle will toggle the Locked state of that joint. Finally, for a given IK end affector PI, only a single handle is "current". The current handle has the full pivot handle drawn. Non-current handles just show the small box from the center of the pivot. For locked joints, the box is drawn shaded. For unlocked joints, the box is drawn in wireframe. |
火. 4月 24, 2001 | |
4.9.342 | Persistent PIs are now stored in the hip file. There are new commands for creating, modifying, and grouping persistent PIs. There is also a new pane type that provides a UI for modifying persistent PIs. The IK end affector handle now has the pivot handle at the end of the bone for doing IK, plus it draws a second handle that looks like a bone. Grabbing this handle does FK on the chosen bone. The Move Single Bone option has been removed from this handle. As well, Shift-clicking on a handle will toggle the Locked state of that joint. Finally, for a given IK end affector PI, only a single handle is "current". The current handle has the full pivot handle drawn. Non-current handles just show the small box from the center of the pivot. For locked joints, the box is drawn shaded. For unlocked joints, the box is drawn in wireframe. |
火. 4月 24, 2001 | |
4.9.342 | Persistent PIs are now stored in the hip file. There are new commands for creating, modifying, and grouping persistent PIs. There is also a new pane type that provides a UI for modifying persistent PIs. The IK end affector handle now has the pivot handle at the end of the bone for doing IK, plus it draws a second handle that looks like a bone. Grabbing this handle does FK on the chosen bone. The Move Single Bone option has been removed from this handle. As well, Shift-clicking on a handle will toggle the Locked state of that joint. Finally, for a given IK end affector PI, only a single handle is "current". The current handle has the full pivot handle drawn. Non-current handles just show the small box from the center of the pivot. For locked joints, the box is drawn shaded. For unlocked joints, the box is drawn in wireframe. |
火. 4月 24, 2001 | |
4.9.342 | Persistent PIs are now stored in the hip file. There are new commands for creating, modifying, and grouping persistent PIs. There is also a new pane type that provides a UI for modifying persistent PIs. The IK end affector handle now has the pivot handle at the end of the bone for doing IK, plus it draws a second handle that looks like a bone. Grabbing this handle does FK on the chosen bone. The Move Single Bone option has been removed from this handle. As well, Shift-clicking on a handle will toggle the Locked state of that joint. Finally, for a given IK end affector PI, only a single handle is "current". The current handle has the full pivot handle drawn. Non-current handles just show the small box from the center of the pivot. For locked joints, the box is drawn shaded. For unlocked joints, the box is drawn in wireframe. |
火. 4月 24, 2001 | |
4.9.342 | The Joint handle for bones can now also delete joints. The handle will now always clean up the transforms of modified objects. |
火. 4月 24, 2001 | |
4.9.342 | The Joint handle for bones can now also delete joints. The handle will now always clean up the transforms of modified objects. |
火. 4月 24, 2001 | |
4.9.342 | The Joint handle for bones can now also delete joints. The handle will now always clean up the transforms of modified objects. |
火. 4月 24, 2001 | |
4.9.342 | The Joint handle for bones can now also delete joints. The handle will now always clean up the transforms of modified objects. |
火. 4月 24, 2001 | |
4.9.342 | The Joint handle for bones can now also delete joints. The handle will now always clean up the transforms of modified objects. |
火. 4月 24, 2001 | |
4.9.338 | Miscellaneous fixes to illuminance() loops in VEX fog shaders when ray-tracing. Doing illuminance() loops in fog shaders should produce correct results when ray-tracing now. |
金. 4月 20, 2001 | |
4.9.338 | Miscellaneous fixes to illuminance() loops in VEX fog shaders when ray-tracing. Doing illuminance() loops in fog shaders should produce correct results when ray-tracing now. |
金. 4月 20, 2001 | |
4.9.338 | Miscellaneous fixes to illuminance() loops in VEX fog shaders when ray-tracing. Doing illuminance() loops in fog shaders should produce correct results when ray-tracing now. |
金. 4月 20, 2001 | |
4.9.338 | Miscellaneous fixes to illuminance() loops in VEX fog shaders when ray-tracing. Doing illuminance() loops in fog shaders should produce correct results when ray-tracing now. |
金. 4月 20, 2001 | |
4.9.338 | Miscellaneous fixes to illuminance() loops in VEX fog shaders when ray-tracing. Doing illuminance() loops in fog shaders should produce correct results when ray-tracing now. |
金. 4月 20, 2001 | |
4.9.337 | When there were many objects being rendered in vmantra (typically in the thousands -- usually due to particle instancing), vmantra would waste a large amount of time in object setup. This setup time has been significantly reduced. In a sample case of 4550 particle instances, render times went from 4:15 to 0:49. |
木. 4月 19, 2001 | |
4.9.337 | When there were many objects being rendered in vmantra (typically in the thousands -- usually due to particle instancing), vmantra would waste a large amount of time in object setup. This setup time has been significantly reduced. In a sample case of 4550 particle instances, render times went from 4:15 to 0:49. |
木. 4月 19, 2001 | |
4.9.337 | When there were many objects being rendered in vmantra (typically in the thousands -- usually due to particle instancing), vmantra would waste a large amount of time in object setup. This setup time has been significantly reduced. In a sample case of 4550 particle instances, render times went from 4:15 to 0:49. |
木. 4月 19, 2001 | |
4.9.337 | When there were many objects being rendered in vmantra (typically in the thousands -- usually due to particle instancing), vmantra would waste a large amount of time in object setup. This setup time has been significantly reduced. In a sample case of 4550 particle instances, render times went from 4:15 to 0:49. |
木. 4月 19, 2001 | |
4.9.337 | When there were many objects being rendered in vmantra (typically in the thousands -- usually due to particle instancing), vmantra would waste a large amount of time in object setup. This setup time has been significantly reduced. In a sample case of 4550 particle instances, render times went from 4:15 to 0:49. |
木. 4月 19, 2001 |