Houdini Main Changelogs

16.5.252

When interpolated geometry is requested from a DOP network, the same blending code as Sequence Blend 2.0 is now used. The most notable difference will be that all attributes are now blended, instead of only P, Cd, etc.

Tue. October 3, 2017
16.5.252

When interpolated geometry is requested from a DOP network, the same blending code as Sequence Blend 2.0 is now used. The most notable difference will be that all attributes are now blended, instead of only P, Cd, etc.

Tue. October 3, 2017
16.5.252

When interpolated geometry is requested from a DOP network, the same blending code as Sequence Blend 2.0 is now used. The most notable difference will be that all attributes are now blended, instead of only P, Cd, etc.

Tue. October 3, 2017
16.5.252

When interpolated geometry is requested from a DOP network, the same blending code as Sequence Blend 2.0 is now used. The most notable difference will be that all attributes are now blended, instead of only P, Cd, etc.

Tue. October 3, 2017
16.5.252

When interpolated geometry is requested from a DOP network, the same blending code as Sequence Blend 2.0 is now used. The most notable difference will be that all attributes are now blended, instead of only P, Cd, etc.

Tue. October 3, 2017
16.5.252

Fixed a couple issues in the Bullet solver where slightly varying results could be produced when running the same simulation with a different number of threads.

Tue. October 3, 2017
16.5.252

Fixed a couple issues in the Bullet solver where slightly varying results could be produced when running the same simulation with a different number of threads.

Tue. October 3, 2017
16.5.252

Fixed a couple issues in the Bullet solver where slightly varying results could be produced when running the same simulation with a different number of threads.

Tue. October 3, 2017
16.5.252

Fixed a couple issues in the Bullet solver where slightly varying results could be produced when running the same simulation with a different number of threads.

Tue. October 3, 2017
16.5.252

Fixed a couple issues in the Bullet solver where slightly varying results could be produced when running the same simulation with a different number of threads.

Tue. October 3, 2017
16.5.251

Changed FLIP Tank and Crown Splash shelf tools to set up an ocean source similar to the Flat Tank option. Narrow band is activated by default.

Mon. October 2, 2017
16.5.251

Changed FLIP Tank and Crown Splash shelf tools to set up an ocean source similar to the Flat Tank option. Narrow band is activated by default.

Mon. October 2, 2017
16.5.251

Changed FLIP Tank and Crown Splash shelf tools to set up an ocean source similar to the Flat Tank option. Narrow band is activated by default.

Mon. October 2, 2017
16.5.251

Changed FLIP Tank and Crown Splash shelf tools to set up an ocean source similar to the Flat Tank option. Narrow band is activated by default.

Mon. October 2, 2017
16.5.251

Changed FLIP Tank and Crown Splash shelf tools to set up an ocean source similar to the Flat Tank option. Narrow band is activated by default.

Mon. October 2, 2017
16.5.246

A new constraint solver for the Bullet rigid body simulator has been added to Houdini (and Bullet's old parallel solver has been removed). The new solver, Parallel Gauss-Seidel (Graph Coloring), is similar to the unchanged default solver; the difference lies in the parallelization strategy. The new solver should be noticeably faster in scenarios with large amounts of bodies in a few "piles", although the default solver holds the advantage if there are many such "piles" containing relatively few bodies each.

Wed. September 27, 2017
16.5.246

A new constraint solver for the Bullet rigid body simulator has been added to Houdini (and Bullet's old parallel solver has been removed). The new solver, Parallel Gauss-Seidel (Graph Coloring), is similar to the unchanged default solver; the difference lies in the parallelization strategy. The new solver should be noticeably faster in scenarios with large amounts of bodies in a few "piles", although the default solver holds the advantage if there are many such "piles" containing relatively few bodies each.

Wed. September 27, 2017
16.5.246

A new constraint solver for the Bullet rigid body simulator has been added to Houdini (and Bullet's old parallel solver has been removed). The new solver, Parallel Gauss-Seidel (Graph Coloring), is similar to the unchanged default solver; the difference lies in the parallelization strategy. The new solver should be noticeably faster in scenarios with large amounts of bodies in a few "piles", although the default solver holds the advantage if there are many such "piles" containing relatively few bodies each.

Wed. September 27, 2017
16.5.246

A new constraint solver for the Bullet rigid body simulator has been added to Houdini (and Bullet's old parallel solver has been removed). The new solver, Parallel Gauss-Seidel (Graph Coloring), is similar to the unchanged default solver; the difference lies in the parallelization strategy. The new solver should be noticeably faster in scenarios with large amounts of bodies in a few "piles", although the default solver holds the advantage if there are many such "piles" containing relatively few bodies each.

Wed. September 27, 2017
16.5.246

A new constraint solver for the Bullet rigid body simulator has been added to Houdini (and Bullet's old parallel solver has been removed). The new solver, Parallel Gauss-Seidel (Graph Coloring), is similar to the unchanged default solver; the difference lies in the parallelization strategy. The new solver should be noticeably faster in scenarios with large amounts of bodies in a few "piles", although the default solver holds the advantage if there are many such "piles" containing relatively few bodies each.

Wed. September 27, 2017
16.5.246

Bullet's old parallel constraint solver has been deprecated and removed from the interface. There is no way to force Houdini to use the old solver; loading a .hip file that had it turned on results in Houdini using the new parallel Gauss-Seidel graph colouring constraint solver. Similar behaviour to the old parallel solver can be achieved by turning off Split Impulse and adjusting the bounce values to account for the combined bounce for a contact between two objects being a product now instead of the average.

Wed. September 27, 2017
16.5.246

Bullet's old parallel constraint solver has been deprecated and removed from the interface. There is no way to force Houdini to use the old solver; loading a .hip file that had it turned on results in Houdini using the new parallel Gauss-Seidel graph colouring constraint solver. Similar behaviour to the old parallel solver can be achieved by turning off Split Impulse and adjusting the bounce values to account for the combined bounce for a contact between two objects being a product now instead of the average.

Wed. September 27, 2017
16.5.246

Bullet's old parallel constraint solver has been deprecated and removed from the interface. There is no way to force Houdini to use the old solver; loading a .hip file that had it turned on results in Houdini using the new parallel Gauss-Seidel graph colouring constraint solver. Similar behaviour to the old parallel solver can be achieved by turning off Split Impulse and adjusting the bounce values to account for the combined bounce for a contact between two objects being a product now instead of the average.

Wed. September 27, 2017
16.5.246

Bullet's old parallel constraint solver has been deprecated and removed from the interface. There is no way to force Houdini to use the old solver; loading a .hip file that had it turned on results in Houdini using the new parallel Gauss-Seidel graph colouring constraint solver. Similar behaviour to the old parallel solver can be achieved by turning off Split Impulse and adjusting the bounce values to account for the combined bounce for a contact between two objects being a product now instead of the average.

Wed. September 27, 2017
16.5.246

Bullet's old parallel constraint solver has been deprecated and removed from the interface. There is no way to force Houdini to use the old solver; loading a .hip file that had it turned on results in Houdini using the new parallel Gauss-Seidel graph colouring constraint solver. Similar behaviour to the old parallel solver can be achieved by turning off Split Impulse and adjusting the bounce values to account for the combined bounce for a contact between two objects being a product now instead of the average.

Wed. September 27, 2017