OctaneRender™ 3.0 for Houdini™ - test build 3.06.0.0

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OctaneRender™ 3.0 for Houdini™ - test build 3.06.0.0

Postby juanjgon » Wed Mar 01, 2017 12:25 pm

juanjgon Wed Mar 01, 2017 12:25 pm
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.


Release 3.06.0.0 TEST2
https://render.otoy.com/customerdownloa ... _Win64.zip
https://render.otoy.com/customerdownloa ... _Linux.zip
https://render.otoy.com/customerdownloa ... ni_OSX.zip

Standalone version for the network rendering nodes
https://render.otoy.com/customerdownloa ... t2_win.exe
https://render.otoy.com/customerdownloa ... _macos.dmg
https://render.otoy.com/customerdownloa ... _linux.zip


New features
A list of all the new features is provided here: viewtopic.php?f=33&t=51679 and viewtopic.php?f=33&t=59760
The plugin manual is being updated to cover most of the changes. https://docs.otoy.com/manuals/products/houdini/v3/


=============================================
RELEASE 3.06.0.0
=============================================

* NEW PLUGIN FEATURES:

- Houdini 16.0 version.
- OpenGL IPR rendering progress bar.
- OpenGL IPR statistics reduced to only one line. New button to enable the overlay of the additional statistics.
- OpenGL IPR render region tool, enabled using the the "Rend. Region" button.
- IPR rende region mouse functions: Click+drag to move the region. CTRL+click to draw a new region. Mouse wheel to modify the region size.
- New custom Octane Light OBJ node. This is a proper Houdini light object with the Octane emission shaders intergrated. The light supports several shapes, from quads to spotlights.
- New "OctLight" shelf icon to add Octane light objects. Clicking the icon with CTRL adds the light in the current viewport camera aposition.
- New Octane Volume material HDA.

* PLUGIN BUGS FIXED:
- The MPlay IPR doesn't work in the Linux version. Fixed.
- The IPR changes the camera position after modify any render target parameter. Fixed.
- The IPR image and scenes save functions don't support variables like $HIP. Fixed.
- Fixed several issues with the render target HDA.
- Fixed a possible .hip scene corruption problem related to some not thread safe HDK functions.

* NEW OCTANE FEATURES:
- Adaptive sampling options in the Direct Lighting and Path Tracing kernels.
- Added new render beauty pass "Noise" to inspect the current noise level.
- Added more options to control the shape of the bokeh, namely "bokeh side count", "bokeh rotation" and "bokeh roundedness".
- Added all depth of field parameters of the thin-lens camera to the panoramic camera.
- Added options "Filter type" and "Filter radius" to filter displacement maps.
- Added add texture and subtract texture to add or subtract two textures.
- Added comparison texture - to compare two textures and depending on the result pick one of two other textures.
- Added triplanar mapping texture.
- Added full texture evaluation for normal textures. The way it's currently done is to hack it into the spectral texture code, but brings some limitations in what you can do. At least mix and gradient texture nodes are now supported this way.
- Switched completely to CUDA 8.
- Added option to the net render settings dialog to "steal" a slave from another master, by stopping the slave for the other master and restarting it for the current net render master.
- Added the ability to scan multiple sub-nets for daemons.
- The clamp texture clamps now each color channel separately instead of all together.
- Improved color noise for low samples per pixel.
- Improved the amount of data needed to store render pass information in the sample data. This should reduce the memory usage a bit if parallel samples has a higher value.

* OCTANE BUGS FIXED:
- Fixed the ridged multi-fractal procedural noise texture.
- Fixed incorrect shadow calculation of overlapping volumes.
- Improved mixing of overlapping volumes.
- Fixed CUDA device failure with small film render regions in conjunction with deep pixel rendering.
- Fixed rendering of sphere primitives if only one radius is given in the mesh node data.
- Fixed incorrect sphere count statistics in scenes with instances.
- Fixed hang when Octane received empty or corrupt data from OctaneLive.
- Fixed integer overflow when regular grids are imported through the SDK.
- Fixed crash caused by a race condition between scene updates.
- Fixed kernel crash caused by resetting the render target while tone mapping was still in progress.
- Fixed render failure when texture pins of a gradient node are unconnected.
- Fixed crash bug in net render master that occurs when the interactive render region is changed.
- Fixed crash in net render master when a slave fails and interactive region rendering is enabled.
- Fixed crash in net render slave when the interactive render region is changed to a larger size than the largest film tile.


Thanks,
-Juanjo
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Re: OctaneRender™ 3.0 for Houdini™ - test build 3.06.0.0

Postby pasto » Wed Mar 01, 2017 4:15 pm

pasto Wed Mar 01, 2017 4:15 pm
Hello,

Very nice upgrade, works very well for a test version.
I can't use it on any other version than Houdini 16.504. Is it normal ?

Many thanx.

Jérôme
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Re: OctaneRender™ 3.0 for Houdini™ - test build 3.06.0.0

Postby juanjgon » Wed Mar 01, 2017 5:21 pm

juanjgon Wed Mar 01, 2017 5:21 pm
Yes, currently the plugin only works with the H16.504.20 production build. The problem is that SESI is introducing changes in the HDK in the latest daily builds, so the plugin must be recompiled for each one. For the next plugin release I'll add a build for one of the latest H16 daily builds available at this point, but probably to avoid problems we should wait for the next H16 production build.

Thanks,
-Juanjo
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Re: OctaneRender™ 3.0 for Houdini™ - test build 3.06.0.0

Postby pasto » Wed Mar 01, 2017 5:25 pm

pasto Wed Mar 01, 2017 5:25 pm
Understood, thanx a lot.
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Re: OctaneRender™ 3.0 for Houdini™ - test build 3.06.0.0

Postby jclement » Wed Mar 01, 2017 9:45 pm

jclement Wed Mar 01, 2017 9:45 pm
Could you please make a VR build available as well?

Thanks, Jordi
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Re: OctaneRender™ 3.0 for Houdini™ - test build 3.06.0.0

Postby juanjgon » Thu Mar 02, 2017 9:29 am

juanjgon Thu Mar 02, 2017 9:29 am
I've updated the first post adding the VR builds.

Thanks,
-Juanjo
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Re: OctaneRender™ 3.0 for Houdini™ - test build 3.06.0.0

Postby jclement » Thu Mar 02, 2017 11:22 am

jclement Thu Mar 02, 2017 11:22 am
Thank you! Very much appreciated!
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Re: OctaneRender™ 3.0 for Houdini™ - test build 3.06.0.0

Postby tigher » Thu Mar 02, 2017 7:26 pm

tigher Thu Mar 02, 2017 7:26 pm
What is the difference between the VR build and the regular build? Also, if I'm running 15.5 and and older version of octane. Do I need to upgrade the standalone as well?
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Re: OctaneRender™ 3.0 for Houdini™ - test build 3.06.0.0

Postby juanjgon » Thu Mar 02, 2017 10:05 pm

juanjgon Thu Mar 02, 2017 10:05 pm
tigher wrote:What is the difference between the VR build and the regular build? Also, if I'm running 15.5 and and older version of octane. Do I need to upgrade the standalone as well?

The VR build is released for the users with a VR Subscription license. The plugin doesn't use the Standalone application at all. You can work even without any Standalone installed on your workstation. The Standalone is used only in the render nodes if you are working with the Octane native network rendering.

Thanks,
-Juanjo
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Re: OctaneRender™ 3.0 for Houdini™ - test build 3.06.0.0

Postby Badger » Thu Mar 23, 2017 10:21 am

Badger Thu Mar 23, 2017 10:21 am
Hi Juanjo,

I've purchased an OctaneVR and Octane Houdini plugin subscription. I also have an Octane Standalone + Cinema4d plugin licence. I've installed the Houdini plugin version from the 1st post and when I try to activate Octane Houdini plugin I get an error telling me that I do not have an active licence for Houdini. OctaneVR standalone works fine as well as the other 2 licences. Any ideas why it doesn't work? Should I install a special VR plugin version for houdini?

This is the version I installed: https://render.otoy.com/customerdownloa ... _Win64.zip
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