OctaneRender 2020.1 for Houdini Beta build 2020.1.0.1 XB2

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Re: OctaneRender 2020.1 for Houdini Beta build 2020.1.0.1 XB2

Postby flamingox » Tue Jan 14, 2020 7:24 pm

flamingox Tue Jan 14, 2020 7:24 pm
Please Houdini Solaris integration
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Re: OctaneRender 2020.1 for Houdini Beta build 2020.1.0.1 XB2

Postby Papah » Wed Jan 15, 2020 12:42 pm

Papah Wed Jan 15, 2020 12:42 pm
flamingox wrote:Please Houdini Solaris integration

Surely it will be another plugin independent of the main one.
I am also looking forward to it, and I hope it comes out as soon as possible, we are already a month after Solaris go live.
Patience I guess.
regard
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Re: OctaneRender 2020.1 for Houdini Beta build 2020.1.0.1 XB2

Postby juanjgon » Fri Jan 17, 2020 1:04 pm

juanjgon Fri Jan 17, 2020 1:04 pm
Hi,

I've updated this post including a link to download a proper plugin build for the new Houdini 18.0.384 production build.

Thanks,
-Juanjo
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Re: OctaneRender 2020.1 for Houdini Beta build 2020.1.0.1 XB2

Postby Futureboy » Sat Jan 18, 2020 5:16 am

Futureboy Sat Jan 18, 2020 5:16 am
juanjgon wrote:
Futureboy wrote:Hello!

I was testing the displacement and i noticed that with the RTX on the shadows are not calculated.

In the standalone version, however, everything works correctly.


Thanks,
Giovanni


Using the same XB2 Standalone? This is really weird. Can you share a test scene to check it here?

Thanks,
-Juanjo



Hi Juanjo,

sorry for the late reply... I had a busy week :D

I checked again and I replicated with different scenes made by scratch. I also updated the drivers for the video cards.
My configuration is 2x2080ti and I used the Houdini Beta build 2020.1.0.1 XB2 and also the standalone version XB2.

I attached the files to check the issues about the shadows and displacement with RTX set ON. Into the zip archive there are the .hip and the .orbx exported from Houdini and I got the same issues into the standalone version. No shadows with rtx on and displacement. I also replicate the process in a scene directly inside the standalone version with Octane primitives and I got the same result.


Let me know if I made some mistake or the problem it's only on my system.

Many thanks,

Giovanni
Attachments
ShadowIssue.zip
Here the files to check the shadow issue with RTX on
(198.34 KiB) Downloaded 5 times
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Re: OctaneRender 2020.1 for Houdini Beta build 2020.1.0.1 XB2

Postby kmdani » Sat Jan 18, 2020 11:57 am

kmdani Sat Jan 18, 2020 11:57 am
Particle Point Attributes:
Is there any information on how to access them? I'm only aware of the old method, where I pack my info into the uv, and then use the rgb4k_map.ppm for accessing them in shader.
Is there any newer way? I tried to search the nodes, but couldn't find anything relevant.
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Re: OctaneRender 2020.1 for Houdini Beta build 2020.1.0.1 XB2

Postby mgtaylor » Sun Jan 19, 2020 3:37 pm

mgtaylor Sun Jan 19, 2020 3:37 pm
kmdani wrote:Particle Point Attributes:
Is there any information on how to access them? I'm only aware of the old method, where I pack my info into the uv, and then use the rgb4k_map.ppm for accessing them in shader.
Is there any newer way? I tried to search the nodes, but couldn't find anything relevant.


There isn't a new node, you just need to use the Vertex Attribute node in the materials and simply type in the name of the point attribute. Make sure you add the attribute in the Octane obj parameters as well. Seems to work with custom point attributes for particles and meshes.
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Re: OctaneRender 2020.1 for Houdini Beta build 2020.1.0.1 XB2

Postby juanjgon » Mon Jan 20, 2020 12:22 pm

juanjgon Mon Jan 20, 2020 12:22 pm
mgtaylor wrote:
kmdani wrote:Particle Point Attributes:
Is there any information on how to access them? I'm only aware of the old method, where I pack my info into the uv, and then use the rgb4k_map.ppm for accessing them in shader.
Is there any newer way? I tried to search the nodes, but couldn't find anything relevant.


There isn't a new node, you just need to use the Vertex Attribute node in the materials and simply type in the name of the point attribute. Make sure you add the attribute in the Octane obj parameters as well. Seems to work with custom point attributes for particles and meshes.


Yes, it is the same workflow used with the mesh point or vertex attributes. The next plugin build will also support these attributes in the hair primitives, once again using the same workflow.

Thanks,
-Juanjo
Computer Graphics Software Developer
Octane plugin development and support: LightWave and Houdini
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Re: OctaneRender 2020.1 for Houdini Beta build 2020.1.0.1 XB2

Postby flamingox » Wed Jan 22, 2020 2:24 pm

flamingox Wed Jan 22, 2020 2:24 pm
Hi develeopers, i download plugin octane for houdini, but i dont see octane i n Solaris/Hydra render,. I see hydra render octane in our presentation here: viewtopic.php?f=33&t=73237
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Re: OctaneRender 2020.1 for Houdini Beta build 2020.1.0.1 XB2

Postby ptunstall » Wed Jan 22, 2020 8:15 pm

ptunstall Wed Jan 22, 2020 8:15 pm
It's not available as a hydra delegate yet.
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Re: OctaneRender 2020.1 for Houdini Beta build 2020.1.0.1 XB2

Postby caseyhupke » Thu Jan 23, 2020 7:08 pm

caseyhupke Thu Jan 23, 2020 7:08 pm
Where does the Volume Sample Position Displacement node/sop/material live? I'm trying to tinker with that right now, but not finding it in the plugin. I see displacement on the medium material, but I don't seem to be able to drive that with anything i pipe into it.
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