Search found 12 matches
- Wed Sep 17, 2025 12:36 pm
- Forum: Releases
- Topic: OctaneRender 2026.1.Alpha 3 for Houdini Alpha (2026.1.Alpha_3.2)
- Replies: 13
- Views: 1390
- Mon Oct 16, 2023 5:23 pm
- Forum: Releases
- Topic: OctaneRender 2023.1.4 for Houdini beta (2023.1.4.0)
- Replies: 19
- Views: 6084
Re: OctaneRender 2023.1.4 for Houdini beta (2023.1.4.0)
Noticed that the gradient node is not working properly. Tried to use one to control an texture for vertex displacement and I can swap black and white order to make it negative but sliding the ramp controls doesn't do anything.
            		- Mon Mar 27, 2023 10:18 pm
- Forum: Bug Reports
- Topic: Light Linking not working with packed objects
- Replies: 1
- Views: 1642
Light Linking not working with packed objects
If we enable Packed Geo Instancing on a geometry container with packed objects, toggling light IDs does nothing (it doesn't even create an update event to the IPR). If we disable the packed geo option (so the objects are automatically unpacked) lighting linking works properly.
Houdini 19.5.435 ...
            		Houdini 19.5.435 ...
- Mon Mar 27, 2023 4:13 pm
- Forum: Bug Reports
- Topic: Tool Baked Image does not bake Point attributes
- Replies: 2
- Views: 1767
Re: Tool Baked Image does not bake Point attributes
Thank you Juanjo! Weird how no-one asked for this before. It is extremely useful in Houdini to control the displacement texture for example (UV not vertex) with point attributes.juanjgon wrote:This sounds like a core limitation. Standalone probably has the same issue. I'll report it to the core devs.
-Juanjo
- Sun Mar 26, 2023 6:53 pm
- Forum: Bug Reports
- Topic: Tool Baked Image does not bake Point attributes
- Replies: 2
- Views: 1767
Tool Baked Image does not bake Point attributes
 houdini_EmxEHUX32d.png Octane 2022.1, Houdini 19.5
If I multiply a procedural texture with a point attribute (Float_Vertex_Attribute) the Baked Image is incorrect and does not take into account the attribute color.
Setting the multiply node straight to Base Color for example I can see the wanted ...
            		If I multiply a procedural texture with a point attribute (Float_Vertex_Attribute) the Baked Image is incorrect and does not take into account the attribute color.
Setting the multiply node straight to Base Color for example I can see the wanted ...
- Wed Dec 21, 2022 2:04 pm
- Forum: Bug Reports
- Topic: ORBX Animation
- Replies: 1
- Views: 1638
ORBX Animation
Hey there,
We exported an animated alembic character in ORBX with its octane materials from C4D and imported in Houdini. Everything appears great apart from the animation. Is this not supported in ORBX sop node?
In standalone animation works fine.
thx
            		We exported an animated alembic character in ORBX with its octane materials from C4D and imported in Houdini. Everything appears great apart from the animation. Is this not supported in ORBX sop node?
In standalone animation works fine.
thx
- Mon Dec 12, 2022 5:37 pm
- Forum: Bug Reports
- Topic: Material ID and Object ID AOVs change colors in animation
- Replies: 1
- Views: 1542
Material ID and Object ID AOVs change colors in animation
I saw the issue in the C4D forum but has anyone noticed this in Houdini?
Rendering the Object and Material ID AOVs for an animated sequence makes the color change every frame.
Is this a know bug? Is there a workaround?
            		Rendering the Object and Material ID AOVs for an animated sequence makes the color change every frame.
Is this a know bug? Is there a workaround?
- Wed Nov 16, 2022 4:52 pm
- Forum: Releases
- Topic: OctaneRender 2022.1 for Houdini beta build 2022.1.0.5 RC1
- Replies: 29
- Views: 7698
Re: OctaneRender 2022.1 for Houdini beta build 2022.1.0.5 RC1
Thank you for the updated Light HDA.
I believe a Perspective projection instead of UVW as well as by default black borders in the shader image is the behaviour people would expect 90% of the time for Gobo lighting scenarios. Of course everyone could tweak the hda to their liking but these seem like ...
            		I believe a Perspective projection instead of UVW as well as by default black borders in the shader image is the behaviour people would expect 90% of the time for Gobo lighting scenarios. Of course everyone could tweak the hda to their liking but these seem like ...
- Fri Oct 21, 2022 7:05 pm
- Forum: Releases
- Topic: OctaneRender 2022.1 for Houdini beta build 2022.1.0.4 XB4
- Replies: 3
- Views: 2576
Re: OctaneRender 2022.1 for Houdini beta build 2022.1.0.4 XB4
Thank you for the update. When should we be able to see fixes for the gobo texture mapping for Houdini octane lights ?
            		- Thu Sep 08, 2022 2:13 am
- Forum: Houdini
- Topic: Distribution Texture / Gobo not working
- Replies: 5
- Views: 2979
Re: Distribution Texture / Gobo not working
I find the Area Light HDA broken to be honest. Just got back into Octane after two years in RS and I find it quite extraordinary that new stuff like Brigade appear while a very fondmental thing such as a proper Area Light with a Spread slider as in every other renderer is not included.
Juango are ...
            		Juango are ...
