Search found 122 matches

by dom_otoy
Tue Feb 03, 2026 9:11 pm
Forum: Houdini
Topic: multiple uvs
Replies: 2
Views: 58

Re: multiple uvs

You use the mesh uv projection. It has a selector for which uv to use for the connected texture.
Note that in houdini the naming is @uv @uv2 and @uv3 (a little confusing)
by dom_otoy
Tue Jan 27, 2026 7:34 pm
Forum: Releases
Topic: OctaneRender 2026.1.0.1 for Houdini Production (2026.1.0.1)
Replies: 11
Views: 1569

Re: OctaneRender 2026.1.0.1 for Houdini Production (2026.1.0.1)


Can someone confirm that DECALS are not working AT ALL in this version? No matter what i do, the decal never renders.

I see the decal 'wireframe' if i enable the button the in IPR, but NO textures AT ALL no matter what i do.


Heyo!
So for decals to work you need a few things:
1. The decal ...
by dom_otoy
Fri Jan 23, 2026 3:58 pm
Forum: Releases
Topic: OctaneRender 2026.1.0.1 for Houdini Production (2026.1.0.1)
Replies: 11
Views: 1569

Re: OctaneRender 2026.1.0.1 for Houdini Production (2026.1.0.1)


Just found a weird behavior, not sure it's supposed to work like this?
I usually use "Priority Level" at high in "Options", I tried to set it to "Low" just now, and it seems to be affecting only 1x GPU and it's usually the one that has "Tonemap" checkbox on.
I think it's supposed to affect all ...
by dom_otoy
Fri Jan 23, 2026 2:20 pm
Forum: Releases
Topic: OctaneRender 2026.1.0.1 for Houdini Production (2026.1.0.1)
Replies: 11
Views: 1569

Re: OctaneRender 2026.1.0.1 for Houdini Production (2026.1.0.1)


Hi Bruce,

I can confirm what Vlad is saying, viewport is really sluggish, also for some reason ipr update is broken. I think it should not update when i change postfx, or exposure stuff like that.

But overall great overhaul of plugin, just need to fix these issues.


Thanks for the info!
Those ...
by dom_otoy
Fri Jan 23, 2026 2:18 pm
Forum: Releases
Topic: OctaneRender 2026.1.0.0 for Houdini Production (2026.1.0.0)
Replies: 10
Views: 1534

Re: OctaneRender 2026.1.0.0 for Houdini Production (2026.1.0.0)


MtlX Standard Surface/OpenPBR Surface have a pin for displacement in Standalone but that is not the case in Houdini so there is no way to use displacement.
Screenshot 2026-01-08 122323.png


I've noticed it while testing Solaris but since this is also an issue in main plugin, might just report it ...
by dom_otoy
Wed Jan 14, 2026 8:47 pm
Forum: Releases
Topic: OctaneRender 2026.1.0.1 for Houdini Production (2026.1.0.1)
Replies: 11
Views: 1569

Re: OctaneRender 2026.1.0.1 for Houdini Production (2026.1.0.1)

Hey Vlad!

I would recommend disabling this if your worried about UI performance:
Screenshot 2026-01-14 093414.png

This way the IPR only updates whenever you release the mouse instead of continuously.
With this enabled (it usually is disabled by default) the IPR will redraw continuously when ...
by dom_otoy
Mon Jan 05, 2026 8:09 pm
Forum: Houdini
Topic: Camera Pixel Aspect Ratio
Replies: 1
Views: 137

Re: Camera Pixel Aspect Ratio

Hey there!
I will need to investigate this.
I think it should be possible, but could be that there is a bug here.
by dom_otoy
Sun Jan 04, 2026 4:58 pm
Forum: Houdini
Topic: render region to disk ?
Replies: 3
Views: 182

Re: render region to disk ?

Hey there!
Sorry for the delay in response, the Houdini team is out on Holiday until tomorrow!
That being said you can set the render region on the camera node using the screen window xy controls.
by dom_otoy
Mon Dec 22, 2025 10:54 pm
Forum: Houdini
Topic: What is the IPR update trigger?
Replies: 17
Views: 15296

Re: What is the IPR update trigger?


Hi! This is still a problem in 2025.4 in Houdini 20.5.684. What needs to happen to fix this? If we make a scene with a 600k instances totaling a couple billion triangles and we can no long move lights without ~60 sec reload periods. I have already made a demo file about this. Years ago.

What ...
by dom_otoy
Sat Dec 20, 2025 4:01 pm
Forum: User Requests
Topic: Support for Octane Material Builder input/output pins
Replies: 2
Views: 217

Re: Support for Octane Material Builder input/output pins

Heyo!
This is actually on our todo list.
Thanks for the reminder!

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