OctaneRender™ 3.0 for Houdini™ - test build 3.06.0.5

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OctaneRender™ 3.0 for Houdini™ - test build 3.06.0.5

Postby juanjgon » Fri Apr 28, 2017 11:26 am

juanjgon Fri Apr 28, 2017 11:26 am
Hi!

This is a test build of the OctaneRender™ 3.0 for Houdini™ plugin. This release is available for the Houdini 14.0/15.0/15.5/16.0 latest production builds for Windows x64, Linux gcc4.8 and OSX 10.11. This plugin is also compatible with Houdini 15.5/16.0 Indie. In this case, the plugin will have a 1080p limited resolution while rendering sequences, and the scene export and cloud rendering features disabled.

This build introduces the support of the Octane VOP nodes inside the new Houdini 16 /mat context. Check the details in the docs. It is an experimental feature, so if you find any problem, please let me know.
Reference: https://docs.otoy.com/manuals/products/ ... t-context/


Release 3.06.0.5
https://render.otoy.com/customerdownloa ... _Win64.zip
https://render.otoy.com/customerdownloa ... _Linux.zip
https://render.otoy.com/customerdownloa ... ni_OSX.zip

Release 3.06.0.5 DEMO VERSION
https://render.otoy.com/plugindownloads ... 4_demo.zip
https://render.otoy.com/plugindownloads ... x_demo.zip
https://render.otoy.com/plugindownloads ... X_demo.zip

Standalone version for the network rendering nodes
https://render.otoy.com/customerdownloa ... 06_win.exe
https://render.otoy.com/customerdownloa ... _macos.dmg
https://render.otoy.com/customerdownloa ... _linux.zip


New features
New Octane 3.06 features: viewtopic.php?f=33&t=60014
A list of all the new features is provided here: viewtopic.php?f=33&t=51679
The plugin manual is being updated to cover most of the changes. https://docs.otoy.com/manuals/products/houdini/v3/


=============================================
RELEASE 3.06.0.5
=============================================

* NEW PLUGIN FEATURES:

- Support of the new H16 /mat VOP materials workflow. This feature works adding the Octane "OUT Material" output VOP nodes and setting them as materials. Only this VOP node is supported as Octane material node currently.
- Support of the new H16 /mat VOP render target workflow. This feature works adding the Octane "OUT RenderTarget" output VOP nodes and setting one of them as render target in the ROP node.
- New H16 /mat context Octane Material Builder node, that can be used to build materials or render target nodes.
- Support of material HDAs and subnets in the H16 /mat context.

* PLUGIN BUGS FIXED:
- Fixed several issues and rendering artifacts in the VDB primtives, specially if converted from Volume primitives.

* OCTANE BUGS FIXED:
- "Expected exposure" of the adaptive sampling settings can now be set to 0, which disables the tweaking of the noise estimate, as described in the new features thread. This is also default now.
- Fixed random CUDA crashes in scenes with high densities of overlapping instances.
- Fixed the motion vector pass, which didn't do the viewport transformation correctly for perspective cameras. The values of the motion vector pass are now the motion vector in pixels and not the motion vector relative to the screen width. This allows you to use the output directly in Fusion, without having to guess the scale. You still have to set the vector blur scale to 2 for some reason, but with a scale factor of 2 you now always get (approximately) the same amount of motion in Fusion as you would get with rendered motion blur.
- Fixed DOF in the thin-lens camera with distortion.
- Fixed DOF in the cube map and cylindrical panoramic camera.
- Fixed orientation of camera rays with high distortion in places where they deviate more than 180° from the camera axis.
- Fixed auto-focus in stereo cameras (the left eye is always used for auto-focus picking).
- Fixed incorrect material assignment if the geometry ends up being 1 simple mesh, but the scene graph consists of multiple instances/meshes.
- Reverted default texture of the second input texture of the multiply texture to a float texture. This allows you to set a higher multiplication factor than 1.
- Fixed a couple of authentication issues.


Thanks,
-Juanjo
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Re: OctaneRender™ 3.0 for Houdini™ - test build 3.06.0.5

Postby Techie » Thu May 04, 2017 4:52 pm

Techie Thu May 04, 2017 4:52 pm
Nice, thanks Juanjo!
Intel i7 930 2.8 GHz | 24 GB | GeForce GTX 980 Ti, 6 GB | Windows 7 Pro 64-bit | Houdini FX 17.5 | http://techie.se
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Re: OctaneRender™ 3.0 for Houdini™ - test build 3.06.0.5

Postby ptunstall » Sat May 06, 2017 4:21 pm

ptunstall Sat May 06, 2017 4:21 pm
Hey Juanjo, I have an odd issue. When I add an image to the Texture Environment and I turn on the IPR and rotate it the IPR doesn't seem to update properly. The lighting gets dark and I have to do a reload to get it to render properly.
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Re: OctaneRender™ 3.0 for Houdini™ - test build 3.06.0.5

Postby juanjgon » Sat May 06, 2017 4:42 pm

juanjgon Sat May 06, 2017 4:42 pm
ptunstall wrote:Hey Juanjo, I have an odd issue. When I add an image to the Texture Environment and I turn on the IPR and rotate it the IPR doesn't seem to update properly. The lighting gets dark and I have to do a reload to get it to render properly.

Hi,

Sorry, but I can't reproduce this problem here. Can you please send me a test scene with this issue and the exact steps to reproduce it?

Thanks,
-Juanjo
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Re: OctaneRender™ 3.0 for Houdini™ - test build 3.06.0.5

Postby ptunstall » Sat May 06, 2017 5:50 pm

ptunstall Sat May 06, 2017 5:50 pm
Sure here you go! https://www.dropbox.com/s/a6g4ij4hastkj ... e.zip?dl=0. Could to be scale related?

Basically if you rotate the texture environment on the Y-Axis you'll see it update inthe IPR but it gets dark and doesn't represent the IBL correctly until you hit reload.
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Re: OctaneRender™ 3.0 for Houdini™ - test build 3.06.0.5

Postby juanjgon » Mon May 08, 2017 9:30 pm

juanjgon Mon May 08, 2017 9:30 pm
What a weird issue. Here I can rotate the environment texture and the IPR updates the scene without problems. Can be an issue related to your HDRI image? I don't have it here to test it.

I suppose that you are using this latest build, right? Do you know if this problem is something new, or do you have it also with earlier versions?

Thanks,
-Juanjo
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Re: OctaneRender™ 3.0 for Houdini™ - test build 3.06.0.5

Postby ptunstall » Tue May 09, 2017 3:53 am

ptunstall Tue May 09, 2017 3:53 am
Oddity!

Ok just made a whole new scene and plugged in a different HDRI same issue. I was thinking it was potentially the net render pulling 10 GPUs but that wasn't the case either...

Guess we need to get into versions of houdini now? maybe OS? I'm using 16.0.557 on Windows 10.

Try an HDRI with a "sun" in it where you get hard shadows as that seems to be actually what's effected. Might be related to importance sampling or something.
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Re: OctaneRender™ 3.0 for Houdini™ - test build 3.06.0.5

Postby juanjgon » Tue May 09, 2017 9:56 pm

juanjgon Tue May 09, 2017 9:56 pm
OK. Yes, I can see the problem now. Thanks for your help! ... I'm investigating this issue.

Thanks,
-Juanjo
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Re: OctaneRender™ 3.0 for Houdini™ - test build 3.06.0.5

Postby ptunstall » Wed May 10, 2017 12:43 am

ptunstall Wed May 10, 2017 12:43 am
No worries at all man, just glad I can assist! we're gearing up for another round of heavy octane work in Houdini, excited to see how well the adaptive stuff works!!
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Re: OctaneRender™ 3.0 for Houdini™ - test build 3.06.0.5

Postby juanjgon » Wed May 10, 2017 9:01 am

juanjgon Wed May 10, 2017 9:01 am
This problem was a bug in Octane. This is one of the release notes of the next Octane build: "Fixed update of importance sampled texture environments after rotation of the texture projection"

Thanks,
-Juanjo
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