OctaneRender™ 3.0 for Houdini™ - daily build 3.02

Forums: OctaneRender™ 3.0 for Houdini™ - daily build 3.02
Sub forum for plugin releases

Moderator: juanjgon

OctaneRender™ 3.0 for Houdini™ - daily build 3.02

Postby juanjgon » Fri Jun 24, 2016 12:19 pm

juanjgon Fri Jun 24, 2016 12:19 pm
Hi! This is the latest build of OctaneRender™ 3.0 for Houdini™. This 3.02.0.0 release is available for the Houdini 13.0/14.0/15.0/15.5 last production builds for Windows x64, Linux gcc4.8 and OSX 10.10. This plugin is also compatible with Houdini 15.5 Indie. In this case the plugin will have a 1080p limited resolution while rendering sequence, and the scene export and cloud rendering features disabled.

CUDA requirements
Due to a CUDA compiler bug we had to switch to CUDA 7.5, which means on Windows and Linux you may need to update your NVIDIA graphics driver to a current version which supports at least CUDA 7.5. On Mac OSX you may have to update the CUDA driver for Mac to a current version supporting at least CUDA 7.5.


Release 3.02.0.0
https://render.otoy.com/customerdownloa ... _Win64.zip
https://render.otoy.com/customerdownloa ... _Linux.zip
https://render.otoy.com/customerdownloa ... ni_OSX.zip

Release 3.02.0.0 for H15.5.523 (all platforms)
https://render.otoy.com/customerdownloa ... .5.523.zip

Standalone version for the network rendering nodes
https://render.otoy.com/customerdownloa ... 02_win.exe
https://render.otoy.com/customerdownloa ... _macos.dmg
https://render.otoy.com/customerdownloa ... _linux.zip


=============================================
RELEASE 3.02.0.0
=============================================

* NEW PLUGIN FEATURES:

- New modal dialog to manage the plugin licenses.
- Render time information in the MPlay window.
- Support of region rendering that stops after reach the kernel samples.
- Support of render takes in the IPR.

* PARTICLE RENDERING:
- Support of the native Octane sphere primitive to render particles.
- New tab in the OBJ spare parameters to enable the particle rendering over any primitive.
- New option in the ROP node to enable the particle motion blur.
- Supported point attributes: "P", "pscale", "uv" and "v"

* PLUGIN BUGS FIXED:
- Crash if the volume rendering is enabled in objects without grids. Fixed.
- MPlay IPR hangs if opened twice. Fixed.
- The Houdini camera node parameters are not updated in the IPR without reload the scene. Fixed.
- Render region Y origin flipped. Fixed.
- Render region samples are always reported as 0 in the statistics. Fixed.
- LiveDB window freeze problems in OSX. Fixed.
- Fixed some issues in the Render Target HDA

* OCTANE BUGS FIXED:
- Fixed issue that caused samples to be counted incorrectly if integration gets interrupted by a tone mapping request.
- Fixed kernel crash on Maxwell GPUs that occurred if tried to render volumes into a deep pixel buffer.
- More tweaks to the authentication to reduce the problems that the offline data can't be written.
- Added more safety checks to the authentication system and tried to catch more exceptions.
- Removed the adaptive subdivision mode since it didn't work as expected.
- Fixed a bug when re-trying to sign-out will cause sign-out to be canceled due to what we assumed to be an inconsistent state.
- Fixed broken normal mapping.
- Fixed wireframe kernel when rendered with the baking camera.
- Fixed padding of the baking camera when the raw passes are tonemapped.
- Fixed subsurface scattering.
- Fixed baking of dirt material.
- Fixed loading of emission grid from OpenVDB files, when no "temperature" grid is available.
- Fixed a bug where network rendering would never reach max. samples/pixel if you are using sub-sampling and enable+disable interactive region rendering.
- Duplicated UV values are now merged when subdividing to make sure that OpenSubdiv 3 considers adjacent UV triangles to be continuous.


Thanks,
-Juanjo
User avatar
juanjgon
Octane Plugin Developer
Octane Plugin Developer
 
Posts: 8867
Joined: Tue Jan 19, 2010 12:01 pm
Location: Spain

Re: OctaneRender™ 3.0 for Houdini™ - daily build 3.02

Postby WhyGee » Fri Jun 24, 2016 1:45 pm

WhyGee Fri Jun 24, 2016 1:45 pm
Thank you!
WhyGee
Licensed Customer
Licensed Customer
 
Posts: 189
Joined: Sun Jun 22, 2014 9:10 am

Re: OctaneRender™ 3.0 for Houdini™ - daily build 3.02

Postby C-You » Fri Jun 24, 2016 3:32 pm

C-You Fri Jun 24, 2016 3:32 pm
Thanks a lot for this update - the particle spheres are really cool.

To set a color by fill the material tab in geo node works.
Is there now a way to colorize the particles with gradients for random ID
or by age for start and end colors of particle life - or is this 3.1 stuff?

If its possible in OR yet please make another short example for download.
C-You
Licensed Customer
Licensed Customer
 
Posts: 45
Joined: Mon May 16, 2016 12:40 pm

Re: OctaneRender™ 3.0 for Houdini™ - daily build 3.02

Postby sohara20 » Fri Jun 24, 2016 3:44 pm

sohara20 Fri Jun 24, 2016 3:44 pm
Thanks for the Update!
http://www.sohara.tv
https://vimeo.com/175783849-Octane Uber Shader. Coming soon
sohara20
Licensed Customer
Licensed Customer
 
Posts: 71
Joined: Sat Mar 28, 2015 8:09 pm

Re: OctaneRender™ 3.0 for Houdini™ - daily build 3.02

Postby juanjgon » Fri Jun 24, 2016 3:53 pm

juanjgon Fri Jun 24, 2016 3:53 pm
Well, at some point along this 3.x cycle we should have proper support for custom attributes. Meanwhile you can use the particle UV map to set the particle color using any kind of texture map. You could for example use a texture map with a gradient and transfer the @life attribute to the UV map to shade the particles using this gradient.

-Juanjo


C-You wrote:Thanks a lot for this update - the particle spheres are really cool.

To set a color by fill the material tab in geo node works.
Is there now a way to colorize the particles with gradients for random ID
or by age for start and end colors of particle life - or is this 3.1 stuff?

If its possible in OR yet please make another short example for download.
User avatar
juanjgon
Octane Plugin Developer
Octane Plugin Developer
 
Posts: 8867
Joined: Tue Jan 19, 2010 12:01 pm
Location: Spain

Re: OctaneRender™ 3.0 for Houdini™ - daily build 3.02

Postby juanjgon » Sat Jun 25, 2016 12:01 am

juanjgon Sat Jun 25, 2016 12:01 am
This is the kind of 4K texture that can map a full RGB value from a single UV. I'll try to add a feature to the plugin to extract the point "Cd" attribute and translate it to the UV map. Using this texture you could set the color of the particle without problems from the "Cd" attribute.

-Juanjo
Attachments
image-001117.jpg
User avatar
juanjgon
Octane Plugin Developer
Octane Plugin Developer
 
Posts: 8867
Joined: Tue Jan 19, 2010 12:01 pm
Location: Spain

Re: OctaneRender™ 3.0 for Houdini™ - daily build 3.02

Postby C-You » Sat Jun 25, 2016 9:54 am

C-You Sat Jun 25, 2016 9:54 am
Thank you so much for your always fast houdini plugin support - cool ideas to
get things working with octane - also face_off did great things with MODO.

But to be honest - you plugin devs always rely on octane dev cycle and cannot
do everything. I see many things a bit more from artist point of view and
like things are working out of the box or better say native.

So especially for Houdini be aware of coming Redshift - of what I have seen
in forums and videos it seems to be very deep native integrated and its
much much faster for clean final renders as octane at the moment. It has light
objects and for your spot stage lights example its only one click without a medium setup
for what I have seen - same thing in MODO (takes me 10 seconds to add a volumetric
stage light for light beams in a clean room without octane in native render). The
LiveDB simple material node bump is annoying and in MODO I can set the values
in setup panel without own work. So for me at the moment LiveDB is absolute useless
and its no option for me to share with MODO quick - or better say it would be
to complicated / time consuming. I only want to choose by view - add to project - add
material to node - change scale and strength in controls - BOOM (like in MODO works).

So I hope Otoy will be clear in future for coming things like denoise and new features
for what there are always no answers like in the latest general discussions and
not every time play the game of secret. Its important to know when we all get
the features we need and most important is to get native usage out of the box.

So I have very big respect for what you plugin devs are coming up with (and its of
course hard work), but every time the same thing - always workarounds and
not just be able to use the app as I would use native. So for that I am very excited
to see how Redshift will behave everything or if its the same workaround thing where
you not just can use your app and have to think about many things that are
working very different or simply impossible. Same thing for MODO and other apps.
In Redshift I expect native procedurals for bump/displace and many things more.
I really hard missing these things in octane for get Motion stuff quick and artist friendly
without the time consuming pain of texture maps and UV workarounds. Same thing
in MODO - at the moment no procedural support too.

So I hope for a fast octane release 3.1 with OTOYs self made native denoiser (hope
this cuts render time more drastic - Redshift can do - so OTOY should be able too - no
matter what render technique is used).

Houdini should be much more native and MPLay could be a lot more display friendly.
So I am excited for the things octane is coming up with ...
C-You
Licensed Customer
Licensed Customer
 
Posts: 45
Joined: Mon May 16, 2016 12:40 pm

Re: OctaneRender™ 3.0 for Houdini™ - daily build 3.02

Postby juanjgon » Mon Jun 27, 2016 12:14 pm

juanjgon Mon Jun 27, 2016 12:14 pm
The support of color/alpha attributes in the particles is done ;)

I've add to the plugin an option to pack the color an alpha attributes into the particle UV map. In the plugin there will be a new "tex" folder with the maps that can be used to extract the color information using the texture node, one map for the RGB and other map for the Alpha

-Juanjo
Attachments
image001581.jpg
image001582.jpg
User avatar
juanjgon
Octane Plugin Developer
Octane Plugin Developer
 
Posts: 8867
Joined: Tue Jan 19, 2010 12:01 pm
Location: Spain

Re: OctaneRender™ 3.0 for Houdini™ - daily build 3.02

Postby cybernetix » Wed Jun 29, 2016 12:31 pm

cybernetix Wed Jun 29, 2016 12:31 pm
awesome - thank you very much for this update
cybernetix
Licensed Customer
Licensed Customer
 
Posts: 11
Joined: Tue Mar 29, 2016 1:18 pm

Re: OctaneRender™ 3.0 for Houdini™ - daily build 3.02

Postby Augustronic » Thu Jun 30, 2016 9:52 pm

Augustronic Thu Jun 30, 2016 9:52 pm
Thank you!
Is it already available?
Have a nice day!
Achim
Aixsponza
User avatar
Augustronic
Licensed Customer
Licensed Customer
 
Posts: 38
Joined: Wed Oct 30, 2013 4:39 pm
Location: Munich, Germany
Next

Return to Releases


Who is online

Users browsing this forum: No registered users and 11 guests

Thu Apr 25, 2024 8:35 pm [ UTC ]