Releases: ZibraAI/ZibraVDBForHoudini
Releases · ZibraAI/ZibraVDBForHoudini
v1.2.0.0
What's Changed
- Implemented packaging as a Houdini package by @Devaniti in #100
- Fixed the input validation logic in filecache node by @skaplunzibra in #91
- Added check for channel count during compression by @Devaniti in #101
- Various build system related changes that do not affect the build
Users will need to re-download ZibraVDB library when updating from earlier versions
Full Changelog: v1.1.1.0...v1.2.0.0
v1.1.1.0
v1.1.0.0
v1.0.8.0
v1.0.7.0
v1.0.6.1
What's Changed
This release includes no functional changes, only modification for build system, no new binary build is attached to this release
- Reverted LABS specific linking options for macOS
Full Changelog: v1.0.6.0...v1.0.6.1
v1.0.6.0
What's Changed
- Fixed compressed effects not rendering correctly in Unreal
Full Changelog: v1.0.5.0...v1.0.6.0
v1.0.5.0
What's Changed
- Fixed voxel coordinates not matching after decompression
- Automatically remove com.apple.quarantine flag from .bundle
Full Changelog: v1.0.4.1...v1.0.5.0
v1.0.4.1
v1.0.4.0
What's Changed
- Added macOS version
- Added support for vector channels
- Added option to force compression/decompression to run on CPU instead of GPU via environment variables ("ZIBRAVDB_FOR_HOUDINI_FORCE_SOFTWARE_DEVICE=1")
- Added option to force used graphics API via environment variables ("ZIBRAVDB_FOR_HOUDINI_FORCE_GRAPHICS_API=D3D12" or "ZIBRAVDB_FOR_HOUDINI_FORCE_GRAPHICS_API=VULKAN")
- Only relevant on Windows, since other OS'es only support single graphics API (Vulkan on Linux and Metal on macOS)
- Fixed bug that sequences cannot start with an empty frame
- Fixed bug that empty frames were duplicated in compressed sequence
Full Changelog: v1.0.3.0...v1.0.4.0