Search found 22 matches

by Stassius
Sun Jun 12, 2016 3:32 pm
Forum: Bug Reports
Topic: Shadow visibility
Replies: 2
Views: 3004

Re: Shadow visibility

Oh, sorry.
I was mislead by the help card:
The Shadow Visibility parameter takes a boolean value to specify whether the shadow cast by the object visible to the camera or otherwise.

Now i get it. Thank you!
by Stassius
Sun Jun 12, 2016 9:28 am
Forum: Bug Reports
Topic: Render to mplay problem
Replies: 26
Views: 14885

Re: Render to mplay problem

Right now permanent defaults works, yes. I thought you fixed the issue already.
by Stassius
Sun Jun 12, 2016 9:25 am
Forum: Bug Reports
Topic: Shadow visibility
Replies: 2
Views: 3004

Shadow visibility

Is Shadow visibility broken?
I want object to just emit the light and be invisible. I created spare Octane parameters and switch off Camera and Shadow visibility - the shadow of object still renders.
Did i do something wrong?

Octane 3.00.20.00
Houdini 15.5
by Stassius
Mon Mar 14, 2016 12:41 pm
Forum: Bug Reports
Topic: Pause and camera update
Replies: 3
Views: 2352

Re: Pause and camera update

That would be great, Thank You!
By the way, Octane for Houdini has the best support ever. Thank you for all your quick replies and efforts to develop this nice plug in.
by Stassius
Sun Mar 13, 2016 12:43 pm
Forum: Bug Reports
Topic: Pause and camera update
Replies: 3
Views: 2352

Pause and camera update

When IPR is in pause mode it still catch camera movement and try to rerender it - and everything starts to slow down.
I'll explain. It not renders it. But when you have a large scene and IPR in pause mode, every camera correction become very slow and unresponsive.
by Stassius
Sat Mar 12, 2016 12:26 pm
Forum: Bug Reports
Topic: batch rendering
Replies: 7
Views: 4619

Re: batch rendering

Sorry, it was my mistake. When you set Frame Range to (Strict) on every ROP node and then set "Node by Node" in Merge, then everything renders correct.
Hooray, problem solved! Thank you!
by Stassius
Fri Mar 11, 2016 7:26 am
Forum: Bug Reports
Topic: batch rendering
Replies: 7
Views: 4619

Re: batch rendering

Yes, but it still doesn't respect frame ranges specified.
I had two ROPs - one for 75 frames, another for 125.
Both were rendered as 125 frames.
by Stassius
Mon Mar 07, 2016 10:55 am
Forum: Bug Reports
Topic: batch rendering
Replies: 7
Views: 4619

Re: batch rendering

Additional info. You can wire ROPs one by one to make an usual chain. In this case you can hit Render on last node and Octane batch renders all of them. However frame range not taken from each node - it takes it from only one of them. So every sequence is equal in frame range.
by Stassius
Mon Mar 07, 2016 10:06 am
Forum: Bug Reports
Topic: batch rendering
Replies: 7
Views: 4619

batch rendering

Hello! In new 3.00.6 version we can make batch render with multiple rop nodes. Howewer it doesn't work as expected in Houdini. When you create a bunch of rop nodes and merge them all in one merge node you can press "Render" only on merge node to render all the rops above. But now when you press ...
by Stassius
Wed Feb 24, 2016 7:49 pm
Forum: Bug Reports
Topic: Embedded nodes visibility
Replies: 3
Views: 2133

Re: Embedded nodes visibility

And another one. I noticed that bypass flag doesn't work in shader context. For example i use some Tool node after Texture and want to compare before-after.
Switching bypass flag doesn't work. I have to rewire network.

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