Houdini Main Changelogs

18.5.742

The generated mesh output now properly uses the collision complexity from the Houdini Mesh Generation Properties. A side effect of this is that the default collision complexity behaviour is now CTF_UseDefault instead of CTF_UseComplexAsSimple.

Mon. October 25, 2021
18.5.742

Fixed an issue where data tables with invalid names (spaces or colons) would not marshall data into Houdini Engine.

Mon. October 25, 2021
18.5.742

Suppress shader errors that can occur from using certain function in VEX on Linux.

Mon. October 25, 2021
18.5.742

Parameters will now always be displayed before the type-specific data (e.g. Curve/Terrain options)

Mon. October 25, 2021
18.5.739

Version 2:

  • Added a new attribute, unreal_force_instancer, that can be used to ensurethat an instancer component is created even if there is only a singleinstance of a StaticMesh.
  • If unreal_foliage, unreal_split_instances or unreal_hierarchical_instanceris set and not 0, then the particular instancer type is created even ifthere is only a single instance of the StaticMesh.
Fri. October 22, 2021
18.5.739

Version 2:

  • Fix issue where the HDA wouldn't properly switch between editable andnon-editable curve.
  • Fix cleanup issue of Houdini Spline input objects in Houdini sessions.
Fri. October 22, 2021
18.5.739
  • For landscape inputs, added the option to marshall only selected landscapes, and auto-select landscapes within asset bounds
  • Added "Update selected components" button, that updates the selected components to the current landscape selection
Fri. October 22, 2021
18.5.738

Version 2:

  • Fixed an issue during baking where the baked actors of the work items ofa TOP node in the PDG asset link were not shared with the remaining workitems on the TOP node.
  • Fixed an issue when processing a spline/curve from Houdini whereattributes such as unreal_output_name and unreal_bake_actor were notalways updated when the HDA was cooked more than once, resulting inbaking producing incorrect output names / bake actor names.
  • If unreal_bake_actor is not set for a spline / curve we nowuse unreal_output_name to determine the bake actor name.
  • Improved how work items of TOP nodes are associated with previous cook /bake data in the PDG asset link.
  • Fixed various cases where after a successful bake the plug-in incorrectlyreported that 0 packages were created and/or updated.
Thu. October 21, 2021
18.5.738

Fixed PNG output from the Heightfield Output node, so that alpha doesn't premultiply the other channels.

Thu. October 21, 2021
18.5.738

Version 2: Fix output updating and HDA cooking issues that can occur when using Session Sync.

Thu. October 21, 2021
18.5.738

By default, the plugin now uses the output nodes found in a HDA instead of the display flag.\

Thu. October 21, 2021
18.5.738

It is now possible to boost the priority of a work item in a Remote Graph TOP, using the Boost Priority context menu entry for the work item.

Thu. October 21, 2021
18.5.737

Fixed an issue where bulk stitch/join didn't work unless the number of input/output connectors was 3.

Wed. October 20, 2021
18.5.737

Fixed an issue where nested empty folders might crash Unreal or Houdini Engine

Wed. October 20, 2021
18.5.737

OBJ Gadgets don't work[SESI #109567]

  • This fix allows python handle/state gadget picking to work at obj level.
Wed. October 20, 2021
18.5.737

Update the USD library with a fix in sdrOsl in an attempt to resolve issues with the RenderMan render delegate when using PxrRamps.

Wed. October 20, 2021
18.5.736

Allow users to use float arrays to specify lod_screensizes instead of just tuples.

Tue. October 19, 2021
18.5.736

Fixed a bug in feedback loops and command chains that was causing work items from multiple loops to be marked as failed when a single failure occurs inside the loop.

Tue. October 19, 2021
18.5.735

Fixed landscape tile resizing in Generate mode.

Mon. October 18, 2021
18.5.735

Fixed a case where instancers could lose their instancing in HoudiniGL in LOPs.

Mon. October 18, 2021
18.5.735

Fixed breakpoint selection on NURBS surfaces.

Mon. October 18, 2021
18.5.733

Fixed a bug in the Smooth 2.0 SOP that could result in a crash when the input geometry contains unconnected points.

Sat. October 16, 2021
18.5.732

The hou.Geometry.intersect methods will now always internally normalize the ray direction. The resulting point will thus match the 18.0 behaviour for un-normalized behaviour. This does mean that the min/max parameters will be in world space, not the ray-space.

Fri. October 15, 2021
18.5.732

Houdini to Unreal StaticMesh translation: fixed an issue where duplicate warnings would be logged in Unreal for meshes with invalid face / vertex data, for each index that is invalid.

Fri. October 15, 2021
18.5.732

Ensuring the Boolean SOP copies detail attributes from input geometrie(s). Common detail attributes will be set to values from first input.

Fri. October 15, 2021