OctaneRender 2021.1 for Houdini Beta build 2021.1.0.3 RC3

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OctaneRender 2021.1 for Houdini Beta build 2021.1.0.3 RC3

Postby juanjgon » Mon Oct 11, 2021 9:56 pm

juanjgon Mon Oct 11, 2021 9:56 pm
Hi,

This is a beta release of the OctaneRender™ 2021.1 for Houdini™ plugin compiled with the Octane 2021.1 RC3 core. This 2021.1.0.3 release is available for the latest Houdini production builds on Windows x64 and Linux gcc6.3.1.

Houdini production builds supported by this release: 17.5.460, 18.0.597, 18.5.633, 18.5.672 and 18.5.696

As with all beta builds, we advise to not to use this release for production purposes. We are trying to, but we can't guarantee that scenes saved with this version will be compatible in future releases.

Please make sure to use a NVIDIA Studio driver with version at least 456.38 on Windows or 455.23 on Linux.

New features
To learn more about the new features and improvements of OctaneRender 2021.1, please check out the 2021.1 XB1 release post and the 2021.1 XB2 release post


Release 2021.1.0.3 Enterprise subscription license
https://render.otoy.com/customerdownloa ... rprise.zip
https://render.otoy.com/customerdownloa ... rprise.zip

Release 2021.1.0.3 Studio subscription license
https://render.otoy.com/customerdownloa ... studio.zip
https://render.otoy.com/customerdownloa ... studio.zip

Standalone 2021.1 RC3 version for the network rendering nodes
viewtopic.php?f=33&t=78516


Release Notes
=============================================
RELEASE 2021.1.0.3
=============================================

* PLUGIN FEATURES AND FIXES:

- Added H18.5.696 plugin build.
- Fixed a problem with the Collect node in Solaris.

* OCTANE 2021.1 RC3 FEATURES AND FIXES:
- Increased the number of custom and global texture AOVs from 10 to 20.
- Added support for random color, instance color and instance range textures on Vectron and volume SDF instances.
- OSL: Object layer color can now be accessed in OSL via the attribute hit:obj-color.
- Added options to toggle shading and backface highlighting in the wireframe AOV node.
- The scale factor derived from the maximum value of various info AOVs (like Z-depth, motion blur and UV coordinates) is now applied regardless whether the render result is exported as HDR or LDR image.
- To allow the Z-depth AOV to export the unscaled depth values, you have to explicitly specify the environment depth via a new input of the Z-depth AOV node (so you can set maximum depth to 1).
- Removed normalized info output AOVs as the scale is now always applied, making them redundant.
- Added support for particle UV coordinates to the Alembic importer as long as they are either named "uv", "uvs", "uvw" or "uvws" and have the correct data type.
- Added possibility to load USDC files.
- Fixed a special case where universal material metallic renders incorrectly when metallic is less than 0 and when albedo is exactly zero with no layers below the metal layer.
- Fixed various initialization issues of nested dielectrics if the camera is inside the nested objects/media.
- Fixed nested dielectric rendering incorrectly when everything is merged into a single mesh.
- Fixed numerical issues of random walk media with a radius of 0.
- Fixed opacity channel not working in clay mode.
- Fixed material layers not updating after fake shadow has been enabled/disabled if the base material's fake shadow is enabled/disabled from the UI.
- Fixed missing default configuration of the specular map input of metal materials.
- Fixed persistent noise in reflections of materials with a diffuse layer on top of specular materials with fake shadow enabled.
- Fixed accidentally removed version conversion from special specular material to null material.
- Fixed shadow catcher becoming visible if a light has cast shadows disabled.
- The shading normal correction is now disabled for toon materials, resulting in better shading at shallow viewing angles if the vertex normals deviate a lot from the geometric normals.
- Improved bump mapping of surfaces that are very far away from the world origin in your scene.
- Fixed incorrect shadows color of volume instances using the random color texture.
- Fixed random seed when used in info channels kernel.
- Added categories to the unary and binary math operation textures.
- Disable borders in the color squares built-in texture.
- Made the range texture more robust and allow for output range inversion:
- It now ensures that the input range is not inverted (black output if it is)
- The clamp input option now clamps the input range rather than the output range and it always clamps for smooth(er)step since they won't work correctly otherwise
- The output range can now be inverted
- Fixed incorrect warning "Input parameter '..' is used both directly and as a delayed input" when using delayed evaluation of OSL inputs.
- Avoiding errors from loading textures for OSL files if the user didn't explicitly select the texture file:
- Fixed behaviour of file inputs set to an empty string.
- Recompiling an OSL shader doesn't trigger error messages.
- Relative paths are resolved on compiling the OSL shader in the OSL node. Pin default values are either empty or absolute paths.
- File not found errors from hard-coded paths will show up as compiler output.
- Fixed broken AI light when scene contains animated quad lights.
- Fixed toon lights being tinted in some AOVs.
- Fixed red tint in filter AOVs when using D65 white spectrum.
- Fixed the render layer reflection AOV which included incorrect contributions of geometry that is not on the active layer.
- Fixed light AOV rendering incorrectly using multiple toon lights with different light IDs.
- To make things consistent, custom AOV material masks will be disabled for the base material of layered materials. I.e. only the custom AOV material mask setting of the layered material itself will have an effect.
- Fixed incorrect strength of material mask for shadow catcher materials.
- Fixed some inconsistencies between render AOV and output AOV naming and "Environment light" is now called "Ambient light" everywhere. And the render AOV categories are now used in the render AOV output node as well.
- Fixed a case where compositing light mixer produces dark outline when the alpha channel is enabled.
- Fixed incorrect mapping in the map range AOV output node.
- Fixed missing render update where composite output AOV layer pins are moved up or down doesn't.
- Fixed missing bounding box update in scenes with vertex animations if RTX is enabled.
- Fixed cropping of Vectron union to a too small bounding box after moving one of the input geometries.
- Fixed missing update of bounding box of SDF (Vectron) when the size input changes.
- Worked around incorrect values in SDF levelsets generated from meshes by OpenVDB.
- Fixed unnecessary recalculations of scatter modules.


Happy rendering,
Your OTOY Team
Last edited by juanjgon on Thu Oct 28, 2021 11:00 am, edited 1 time in total.
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Re: OctaneRender 2021.1 for Houdini Beta build 2021.1.0.3 RC3

Postby seriawp » Thu Oct 21, 2021 7:19 pm

seriawp Thu Oct 21, 2021 7:19 pm
Hi. Can I ask a question?
Is it technically possible to implement the function as in light sources on the CPU? For example in the houdini. There is a parameter "Atenuation ramp multiplier", a very convenient and cool thing.
Or is it not possible due to the technical limitations of GPU rendering?
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Re: OctaneRender 2021.1 for Houdini Beta build 2021.1.0.3 RC3

Postby juanjgon » Thu Oct 21, 2021 8:09 pm

juanjgon Thu Oct 21, 2021 8:09 pm
seriawp wrote:Hi. Can I ask a question?
Is it technically possible to implement the function as in light sources on the CPU? For example in the houdini. There is a parameter "Atenuation ramp multiplier", a very convenient and cool thing.
Or is it not possible due to the technical limitations of GPU rendering?

I suppose that it is possible, but this is something that must be implemented in the Octane core, not on the plugin side. Feel free to add a feature request about this topic in the General Forum: viewforum.php?f=9

Thanks,
-Juanjo
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Re: OctaneRender 2021.1 for Houdini Beta build 2021.1.0.3 RC3

Postby seriawp » Thu Oct 21, 2021 9:52 pm

seriawp Thu Oct 21, 2021 9:52 pm
juanjgon wrote:
seriawp wrote:Hi. Can I ask a question?
Is it technically possible to implement the function as in light sources on the CPU? For example in the houdini. There is a parameter "Atenuation ramp multiplier", a very convenient and cool thing.
Or is it not possible due to the technical limitations of GPU rendering?

I suppose that it is possible, but this is something that must be implemented in the Octane core, not on the plugin side. Feel free to add a feature request about this topic in the General Forum: viewforum.php?f=9

Thanks,
-Juanjo


Thanks for the answer, I posted this on the forum. This is the only caveat why I sometimes still use the mantra. This feature is sorely lacking in Octane.
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Re: OctaneRender 2021.1 for Houdini Beta build 2021.1.0.3 RC3

Postby juanjgon » Wed Oct 27, 2021 3:53 pm

juanjgon Wed Oct 27, 2021 3:53 pm
Just a heads up: The first Houdini 19.0 plugin build will probably be released tomorrow including the final stable Octane 2021.1 core.

Thanks!
-Juanjo
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Re: OctaneRender 2021.1 for Houdini Beta build 2021.1.0.3 RC3

Postby trogers » Wed Oct 27, 2021 4:45 pm

trogers Wed Oct 27, 2021 4:45 pm
Awesome Juanjo, congrats on this and thank you for the update! Looking forward to checking out H19 and 2021!

Best / Travis
Win 10 / AMD 3970x / Nvidia 4090 + 2080 Ti / 128GB
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Re: OctaneRender 2021.1 for Houdini Beta build 2021.1.0.3 RC3

Postby Terryvfx » Wed Oct 27, 2021 9:42 pm

Terryvfx Wed Oct 27, 2021 9:42 pm
Great news!
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