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:
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Fri. October 22, 2021 | |
18.5.739 | Version 2:
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Fri. October 22, 2021 | |
18.5.739 |
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Fri. October 22, 2021 | |
18.5.738 | Version 2:
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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]
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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 |