|Houdini 16.0.590||The scatter SOP will no longer crash when it computes NAN areas on incoming polygons. NAN area polygons will be ignored. If NANs still get in, a warning will be reported if the generated point count is negative.||Tue. April 25, 2017|
|Houdini 16.0.590||Fixed potential slowdowns since 16.0.551 (where the fix was introduced for environment map colour changing). Some platform (i.e. OSX) may have been more severely impacted than the others.||Tue. April 25, 2017|
|Houdini 16.0.590||Upgraded whoosh and flask to fix various whoosh errors in Houdini's help system.||Tue. April 25, 2017|
|Houdini 16.0.590|| The Principled Shader's vdisp input is now correctly interpreted as Vector Displacement rather than Displace Along Normal.
Promoted the corresponding vector space parameter.
|Tue. April 25, 2017|
|Houdini 16.0.590|| Fixed two bugs where painting a skin attribute from the Hair Generate object's parameter interface failed.
This occurred when the referenced Guide Groom object didn't contain any SOPs yet or when the Guide Groom object was referenced indirectly via a chain of Guide Simulate and Guide Deform objects.
|Tue. April 25, 2017|
|Houdini 16.0.590||Disable reflections on the "Basic Diffuse" gallery shader.||Tue. April 25, 2017|
|Houdini 16.0.590||Fixed RenderMan soho issue with point instance shader overrides.||Tue. April 25, 2017|
|Houdini 16.0.590||Added an optional argument to the inlinecpp createLibrary() function for optionally specifying a custom configuration.||Tue. April 25, 2017|
|Houdini 16.0.589|| Point attributes are now picked up correctly by the Guide Groom object's and Hair Generate SOP's parameter overrides when Guide Per Point is used.
Texture overrides work when using Guide Per Point and skin geometry with vertex UVs. At UV seams the value from one side of the seam is read. This shouldn't be a problem when both sides of the seam are painted similarly.
Fixed the dropdown menus of parameters in the Skin Attribute Transfer group of the Guide Groom object.
|Mon. April 24, 2017|
|Houdini 16.0.589||Fixed crash when passing hou.Node.copyItems method a hou.Node instead of a tuple of hou.Node objects. Now this just raises a python exception.||Mon. April 24, 2017|
|Houdini 16.0.589||Fixed hou.Node.copyItems to return a tuple of copied nodes as stated in the documentation. This method was always returning an empty tuple.||Mon. April 24, 2017|
|Houdini 16.0.586||Fix two CaptureLayerPaint SOP problems with muscle weights. Muscle paints of all zero are now saved properly, and weights are now correctly applied for non-painted muscles.||Fri. April 21, 2017|
|Houdini 16.0.586||The internal cache used by primfind() should now be properly reset when input geometry changes.||Fri. April 21, 2017|
|Houdini 16.0.586||Add pattern substitution support to the Capture Mirror SOP's From and To parameters.||Fri. April 21, 2017|
|Houdini 16.0.586||Fix crash in Cache SOP when the re-loading of the cache is interrupted.||Fri. April 21, 2017|
|Houdini 16.0.586||Fixed texture filtering material for layered materials.||Fri. April 21, 2017|
|Houdini 16.0.585||Fixed an HQueue bug where render jobs failed if there was either a Null ROP or a Batch ROP in the render node network.||Thu. April 20, 2017|
|Houdini 16.0.585||Fixed an HQueue bug where render jobs failed when rendering ROP node networks that contained nodes with no Frame Range parameters.||Thu. April 20, 2017|
|Houdini 16.0.585|| Cleaned up unused Classic Shader inputs.
Added baseN and coatN inputs just like the Principled Shader has.
|Thu. April 20, 2017|
|Houdini 16.0.585||Fixed a bug that caused the Pose Library to fail on open.||Thu. April 20, 2017|
|Houdini 16.0.585||Fixed a bug where HQueue jobs sometimes rendered a single frame instead of a frame range. This most likely occurred when rendering batches of frames in jobs.||Thu. April 20, 2017|
|Houdini 16.0.584||Maya: Added support for hard/soft edges. Input mesh now contains a vertex integer attribute called "maya_hard_edge" that stores whether the edge is hard or soft. Output mesh will also use the same attribute to set hard/soft edges in Maya.||Wed. April 19, 2017|
|Houdini 16.0.584||Fixed a bug in classicshader and principledshader where "Transmission Tint" in fake caustics did not work with transmission color. Added "Shadow Opacity" parameter under fake caustics that adjusts overall opacity of shadows. Existing "Shadow" parameter is re-labelled as "Shadow Contour" to better reflect its role.||Wed. April 19, 2017|
|Houdini 16.0.584||Make it less likely for mplay to crash on exit while it is receiving flipbook data.||Wed. April 19, 2017|
|Houdini 16.0.584||Cleanup of pxr shaders that utilize the vstruct mechanism to reflect the new implementation of the conditional expressions.||Wed. April 19, 2017|