Search found 96 matches
- Sat Aug 03, 2024 8:56 am
- Forum: Releases
- Topic: OctaneRender 2023.1.3.2|OctaneSolaris - RC12[Obsolete]
- Replies: 19
- Views: 4337
Re: OctaneRender 2023.1.3.2|OctaneSolaris - RC12
The bug with the cropped camera taken from the SOP has returned again.
- Tue Jul 23, 2024 8:18 am
- Forum: Releases
- Topic: OctaneRender 2023.1.3.1|OctaneSolaris - RC11[OBSOLETE]
- Replies: 10
- Views: 3276
Re: OctaneRender 2023.1.3.1|OctaneSolaris - RC11
Will the new version for 20.5 support MaterialX?
- Tue Jul 16, 2024 9:01 am
- Forum: Releases
- Topic: OctaneRender 2023.1.3.0|OctaneSolaris - RC10[OBSOLETE]
- Replies: 15
- Views: 4710
Re: OctaneRender 2023.1.3.0|OctaneSolaris - RC10
Did you know that Light Pass Mask does not work with Directional Light?
But it works correctly with regular Area Light.
Here I created a post where I described this error
viewtopic.php?f=140&t=83510&p=434398#p434398
But it works correctly with regular Area Light.
Here I created a post where I described this error
viewtopic.php?f=140&t=83510&p=434398#p434398
- Tue Jul 16, 2024 8:59 am
- Forum: Hydra Solaris
- Topic: Light Linker Solaris Octane
- Replies: 3
- Views: 9502
Re: Light Linker Solaris Octane
Works for me.
Some pointers:
* Avoid using merge node unless you know understand how to use layers in USD. Build your networks linearly top to bottom.
* Make sure you specify the primitives you want to control Render Geometry Settings for.
20240629_houdinifx_hzHvhnBh58.png
I realized what my ...
Some pointers:
* Avoid using merge node unless you know understand how to use layers in USD. Build your networks linearly top to bottom.
* Make sure you specify the primitives you want to control Render Geometry Settings for.
20240629_houdinifx_hzHvhnBh58.png
I realized what my ...
- Fri Jun 28, 2024 9:05 am
- Forum: Hydra Solaris
- Topic: Light Linker Solaris Octane
- Replies: 3
- Views: 9502
Re: Light Linker Solaris Octane
???? Any solution?
- Sat Jun 08, 2024 7:48 am
- Forum: Houdini
- Topic: Falloff with Normal Map to HUE
- Replies: 5
- Views: 3997
Re: Falloff with Normal Map
I thought it was possible to use Grayscale as Float (( sad
In game is the usual PBR Retal/Roughness, and with a slider that precisely works in conjunction with Falloff and Hue.
In game is the usual PBR Retal/Roughness, and with a slider that precisely works in conjunction with Falloff and Hue.
- Thu Jun 06, 2024 9:39 pm
- Forum: Houdini
- Topic: Falloff with Normal Map to HUE
- Replies: 5
- Views: 3997
Re: Falloff with Normal Map
Hi Seriawp,
You could use a falloff in a mix.
Normal_Falloff.png
I didn't put the question right, sorry, the fallof normal map works fine.
I need to replicate the Pearlescent effect from the game in Octane.
This effect is similar to the node “Octane Iridescent Procedural”, but it is also ...
You could use a falloff in a mix.
Normal_Falloff.png
I didn't put the question right, sorry, the fallof normal map works fine.
I need to replicate the Pearlescent effect from the game in Octane.
This effect is similar to the node “Octane Iridescent Procedural”, but it is also ...
- Tue May 28, 2024 12:29 pm
- Forum: Houdini
- Topic: Falloff with Normal Map to HUE
- Replies: 5
- Views: 3997
Re: Falloff with Normal Map
The question is still relevant
- Fri May 10, 2024 6:29 pm
- Forum: Hydra Solaris
- Topic: Hydra Solaris Documentation
- Replies: 13
- Views: 24087
Re: Hydra Solaris Documentation
I'm looking forward to the documentation, and where can I find a link when it's done?
- Fri May 10, 2024 1:33 pm
- Forum: Hydra Solaris
- Topic: Light Linker Solaris Octane
- Replies: 3
- Views: 9502
Light Linker Solaris Octane
I read that the Light Linker node isn't working yet.
But the old way with light ID doesn't work either.
Or am I doing something wrong? Please tell me.
Simple Test Scene
https://drive.google.com/file/d/1ISBHYO ... sp=sharing

But the old way with light ID doesn't work either.
Or am I doing something wrong? Please tell me.
Simple Test Scene
https://drive.google.com/file/d/1ISBHYO ... sp=sharing
