OctaneRender 2020.2 for Houdini Production build 2020.2.3.1

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OctaneRender 2020.2 for Houdini Production build 2020.2.3.1

Postby juanjgon » Sun May 09, 2021 7:29 pm

juanjgon Sun May 09, 2021 7:29 pm
Hi,

This is a production release of the OctaneRender™ 2020.2 for Houdini™ plugin compiled with the Octane 2020.2.3 core. This 2020.2.3.1 release is available for the latest Houdini production builds on Windows x64, Linux gcc6.3.1 and MacOS 10.12 (CUDA).

Houdini production builds supported by this release: 17.0.506, 17.5.460, 18.0.597, 18.5.499, 18.5.532 and 18.5.563

Make sure to use an NVIDIA Studio driver with version at least 456.38 on Windows or 455.23 on Linux to use this version. No driver updates are required for macOS 10.13 (CUDA).

New features
To learn more about the new features and improvements of OctaneRender 2020.2, please check out the 2020.2 release post, but this is a brief list of the main new features that have been added.

  • Improved RTX performance.
  • Fast Spectral Nested Dielectrics.
  • Denoiser support for the new NVIDIA Ampere devices.
  • ACEScg and filmic processing. New color options available in the Octane ROP node.
  • OpenColorIO Management, Display and Export (OCIO profile). Configured from the "OCIO" environment variable.
  • OpenColorIOColor graph nodes. Look, Profile and View nodes
  • Integrated multi-scatter from volumes or surfaces. Available in the Octane OBJ spare parameters.
  • User generated compositor AOV passes for combining render and light passes in full a compositor node graph.
  • Null material.
  • Spotlight texture.
  • New ray type, texture composite and channel tools shader nodes.
  • Improved color correction node.
  • New chaos texture node.


Release 2020.2.3.1 Enterprise subscription license
https://render.otoy.com/customerdownloa ... rprise.zip
https://render.otoy.com/customerdownloa ... rprise.zip
https://render.otoy.com/customerdownloa ... rprise.zip

Release 2020.2.3.1 Studio subscription license
https://render.otoy.com/customerdownloa ... studio.zip
https://render.otoy.com/customerdownloa ... studio.zip
https://render.otoy.com/customerdownloa ... studio.zip

Release 2020.2.3.1 Demo license
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 2020.2.3 version for the network rendering nodes
viewtopic.php?f=24&t=77414


Release Notes
=============================================
RELEASE 2020.2.3.1
=============================================

* PLUGIN FEATURES AND FIXES:

- Added H18.5.563 plugin build.
- Fixed the RTX enable/disable option. This option was always enabled in the previous builds.
- Fixed a crash while exporting .orbx files from multiple ROPs
- Fixed a crash while cleaning the scene after exporting an .orbx file.
- Addressed the import of the filename in the livedb/localdb image tiles nodes.


=============================================
RELEASE 2020.2.3.0
=============================================

* PLUGIN FEATURES AND FIXES
:
- Added H18.5.532 plugin build.
- Added support for camera nodes inside subnets.
- Fixed missing shader system updates while working with transform nodes.
- Partial fix for a crash problem while rendering sequences in full scene reload mode.
- The IPR color space mode is now configured from the "Color space" Octane ROP parameter, to match the render to disk and to allow non clipped IPR preview in MPlay.
- New option in the Octane ROP node to configure the MPlay gamma.

* OCTANE FEATURES AND BUGS FIXED:
- Improved performance in some scenes with a scattering environment medium when using RTX.
- Fixed crash in the surface scatter node when you try to use the area based distribution on a mesh that doesn't have polygons.
- Fixed portal material being non-transparent to shadow rays.
- Fixed clamping of HDR input values in the color correction texture.
- Fixed CUDA failure when rendering toon materials.
- Fixed incorrect rendering of toon materials with opacity < 1.
- Fixed CUDA failure when vertices of a mesh are moved around in quick succession and RTX is enabled.
- Fixed broken auto bump of vertex displacement if dirt is used in the material as well.
- Fixed missing render update if a toon ramp is modified.
- Fixed superfluous geometry updates when an input of a volume node got changed.
- Fixed specular transmission "leaking" into the indirect reflection render pass.


Happy rendering,
Your OTOY Team
Last edited by juanjgon on Tue Jun 15, 2021 8:00 am, edited 5 times in total.
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Re: OctaneRender 2020.2 for Houdini Production build 2020.2.3.1

Postby trogers » Mon May 10, 2021 5:10 am

trogers Mon May 10, 2021 5:10 am
Hi Juanjo,

Thanks for this update. I just installed it with the latest version of Houdini (532), but am noticing issues with the IPR not rendering using the ACES / OCIO settings I was using in the previously version. With the following ROP settings the IPR is completely black.

Intermediate Octane color space: Aces2065_1
Color Space: OCIO
OCIO Space Role: ACES-ACEScg

octane_rop_OCIO_black-IPR.png



I also have the OCIO View node connected to the Camera Imager in the RT.

With these settings the IPR renders completely black regardless of what I set the environment to or how I adjust the lights. The results are the same whether using the custom IPR or MPlay.

If I change the ROP Color Space to anything other than OCIO then the image shows up, but the background behind the objects is completely white regardless of what I set the RT environment to. I also don't have any AOVs turned on in the RT. This also isn't file specific as I've tried this now with 2 new files, the second after restarting my machine.

My Nvidia driver version is 462.31

Do you know if anything changed with the ROP or the ACES setup and or do you have ideas what might be off here?

Thanks in advance,
Travis


EDIT

Ok, found the problem. I hadn't uninstalled 532 and that was opening by default (user error) :lol: I also re-downloaded the plugin. Everything is now working as expected. Sorry for the confusion.

Best / Travis
Last edited by trogers on Mon May 10, 2021 5:49 pm, edited 2 times in total.
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Re: OctaneRender 2020.2 for Houdini Production build 2020.2.3.1

Postby fantome » Mon May 10, 2021 12:39 pm

fantome Mon May 10, 2021 12:39 pm
Hi juanjo thanks for the hard work !
i am still on 2020.1 at work so i haven't test last release, does this new one support the new QT5 IPR ? sorry if i already miss the boat here, we use an old version of the plugin.
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Re: OctaneRender 2020.2 for Houdini Production build 2020.2.3.1

Postby trogers » Mon May 10, 2021 3:13 pm

trogers Mon May 10, 2021 3:13 pm
Hey Fantome, QT5 isn’t working in this version. If you select it in the options it just defaults back to the custom IPR.
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Re: OctaneRender 2020.2 for Houdini Production build 2020.2.3.1

Postby juanjgon » Mon May 10, 2021 3:34 pm

juanjgon Mon May 10, 2021 3:34 pm
fantome wrote:Hi juanjo thanks for the hard work !
i am still on 2020.1 at work so i haven't test last release, does this new one support the new QT5 IPR ? sorry if i already miss the boat here, we use an old version of the plugin.

This feature is still in development. It will be ready later this year as part of Octane 2021.x

Thanks,
-Juanjo
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Re: OctaneRender 2020.2 for Houdini Production build 2020.2.3.1

Postby fantome » Mon May 10, 2021 4:06 pm

fantome Mon May 10, 2021 4:06 pm
great, thanks for your fast answers Juanjo + trogers !
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Re: OctaneRender 2020.2 for Houdini Production build 2020.2.3.1

Postby seriawp » Tue May 11, 2021 8:23 am

seriawp Tue May 11, 2021 8:23 am
Hello. I wanna ask please.
I use "revert baking" option, its posibble for octane, ignore base lowPoly geo and bake Highpoly what inside of base lowPoly? Like its happening in Normal map baking process.
I just wanna know, its possible or not? :)

https://i.imgur.com/lZpDDaA.png


Thank you :)
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Re: OctaneRender 2020.2 for Houdini Production build 2020.2.3.1

Postby fantome » Tue May 11, 2021 9:38 am

fantome Tue May 11, 2021 9:38 am
i don't think so, it's more a marmoset / substance job. Octane will only be able to write any lighting/utility info into UV space.
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Re: OctaneRender 2020.2 for Houdini Production build 2020.2.3.1

Postby seriawp » Tue May 11, 2021 12:53 pm

seriawp Tue May 11, 2021 12:53 pm
fantome wrote:i don't think so, it's more a marmoset / substance job. Octane will only be able to write any lighting/utility info into UV space.


This is just a special task as I want to bake the light / material / shadows from the hipoly model.
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Re: OctaneRender 2020.2 for Houdini Production build 2020.2.3.1

Postby fantome » Thu May 13, 2021 10:04 am

fantome Thu May 13, 2021 10:04 am
well i would try :

- create a clean low poly with good topology + clean uv that can be subdived ( not a game toplogy / more a VFX topology ).
- create a subdiv 2 catmull clark object and check very carefully how UV's are smoothen and check that UV's doesn't stretch, Houdini can be picky with this. Maybe try maya or blender or zbrush if you don't get perfect UV's smooth.
- bake the normal map + height map + occlusion map in substance by loading your low+high
- then take the high poly with the checked clean smooth uv in octane bake the lightmap + cubemap reflection
- apply the normal map / height map + the lightmap generated on the low and see how it goes
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