[Sidefx-houdini-list] Houdini timeline

Lucio Flores dogboy_l at yahoo.com
Thu Feb 21 14:23:46 EST 2008


Actually, what they could write a book on is how they wrote Houdini, marketed, promoted, and pushed it into an already saturated field. They had to stick their noses in between Maya, Softimage, and Lightwave in the 90s. Not an easy feat. Writing the app was only the beginning.... 

Olex P <hoknamahn at gmail.com> wrote: Interesting memories guys. This could be assembled into a book :)

On Wed, Feb 20, 2008 at 10:30 PM, caleb at howlor.com  wrote:

> Yeah.  That's right.  That's when I was at SESI.  I was the guy not
> supporting Crystal.
>
> That's about the time I saw my first metaball on an SGI Personal Iris
> 4d20.
>
>
> fun.
>
> Original Message:
> -----------------
> From: Craig Zerouni craig at zerouni.com
> Date: Wed, 20 Feb 2008 13:29:48 -0800
> To: sidefx-houdini-list at sidefx.com
> Subject: Re: [Sidefx-houdini-list] Houdini timeline
>
>
> Very late to this, but yes, I was using crystal2 well into the mantra
> era - it just wasn't supported.
>
> CZ
>
> Ivan DeWolf wrote:
> > I know this comes straight from the source, but...
> > I'm pretty sure I bought MOJO in mid-1992....
> > and I used crystal2 to render stuff as late as '93... maybe it was
> unsupported
> > but still shipping with Prisms?
> >
> >
> > Quoting Kim Davidson :
> >
> >
> >> Something like this:
> >>
> >> Brief Houdini Release History
> >> 9.0  Sep     2007    Workflow/fluid/HOM/Python/PBRm/Toon asset/SOHO
> >> 8.1  Jul     2006    Autorig
> >> 8.0  Aug     2005    DOPs solvers: rbd,cloth,wire
> >> 7.0  Sep     2004    rigging, takes, bundles, channel groups, pt
> clouds,
> >> 6.1  Dec     2003    pelt sop, inflate (muscle) sop, halo advancements
> >> 6.0  May     2003    digital assets
> >> 5.2  Nov     2002    compositor (Halo) and character (Escape)
> >> 5.1  Aug     2002    VOPS, Apprentice introduced
> >> 5.0  Jan     2002    interactive animatable operator handles,
> >>                      modelling workflow, new compositor,
> >>                      mental ray support,
> >>                      new character and polygon tools
> >> 4.1  Jan     2001    stability
> >> 4.0  Dec     1999    UIoverhaul/RBD/VEX/polystitch/Linux
> support/vmantra
> >> 3.0  Apr     1999    hiddenline/dopesht/HDKnt/IGES/100sbugs/SHOPs
> >> 2.5.3        Jun     1998    CHOPS/POPS/surfsect
> >> 2.5  Mar     1998    NT
> >> 2.0.4        Jan     1998
> >> 2.0  Oct     1997    pasting/GLtransparency/mantramicro
> >> 1.2  Jun     1997
> >> 1.1  Mar     1997    HDK
> >> 1.0  Dec     1996
> >>
> >> Brief PRISMS Release History
> >> 7.0          1998    PRISMS final ship
> >> 6.4          1997    SGI O2 compatibility
> >> 6.3          1997    RenderMan interface
> >> 6.1          1996    optimizations (Houdini 1.0 at SIGGRAPH)
> >> 6.0  Jun     1995    sage
> >> 5.5  Jan     1995    l-systems
> >> 5.4  Jun     1994    moca, tima
> >> 5.3  Dec     1993    mojo, ice, metaballs
> >> 5.2          1992    fpaint added (new C++ UI libs)
> >> 5.1          1991    full-width graph
> >> 5.0          1991    crystal2 renderer eliminated
> >> 4.5          1991    particles
> >> 3.0          1990    mantra raytrace renderer added
> >> 2.0          1989    patch support, deformation sops
> >> 1.5          1988    initial sops, light editor
> >> 1.0          1987    new motion editor and modeler combined to form
> >> action
> >>
> >> * partial list only of changes and enhancements
> >> * E&OE
> >> _____
> >> Kim
> >> www.sidefx.com
> >> ___________________________________________________________
> >>
> >>
> >> -----Original Message-----
> >> From: sidefx-houdini-list-bounces at sidefx.com
> >> [mailto:sidefx-houdini-list-bounces at sidefx.com] On Behalf Of Lucio
> Flores
> >> Sent: February-07-08 1:03 AM
> >> To: sidefx-houdini-list at sidefx.com
> >> Subject: [Sidefx-houdini-list] Houdini timeline
> >>
> >>
> >> You know what would be interesting? Don't know if this already exists
> on
> the
> >> sidefx site somewhere, but it would be great to see a timeline of the
> major
> >> houdini releases, and the major features they introduced. Maybe a
> screen
> >> shot of the splash pages. I can *barely* remember houdini 1.0, then for
> many
> >> versions, the different panes were static, then they introduced
> zoomable
> >> tiles, then editable panes, chops, vex, vops, cops, dops... and a BUNCH
> of
> >> things in between that I've obviously forgotten.
> >>
> >> When was Houdini 1.0 released?? Are we coming up on 10 years yet?
> >>
> >>
> >>
> >>
> >>
> >>
> >> ---------------------------------
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> Search.
> >> _______________________________________________
> >> Sidefx-houdini-list mailing list
> >> Sidefx-houdini-list at sidefx.com
> >> https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list
> >>
> >> _______________________________________________
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> >> Sidefx-houdini-list at sidefx.com
> >> https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list
> >>
> >>
> >
> >
> > -Ivan
> >
> > ---------------------------------------------------------
> > "Perfection is achieved when nothing else can be removed"
> > -Yvon Chouinard
> > _______________________________________________
> > Sidefx-houdini-list mailing list
> > Sidefx-houdini-list at sidefx.com
> > https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list
> >
> >
> >
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