OctaneRender™ 2018.1 for Houdini™ beta build 2018.1.0.0 XB2

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OctaneRender™ 2018.1 for Houdini™ beta build 2018.1.0.0 XB2

Postby juanjgon » Tue Dec 25, 2018 7:31 pm

juanjgon Tue Dec 25, 2018 7:31 pm
Hi,

This is the first beta release of the OctaneRender™ 2018.1 for Houdini™ plugin compiled with the Octane 2018.1 XB2 core. This 2018.1.0.0 release is available for the Houdini 16.0/16.5/17.0 latest production builds on Windows x64, Linux gcc6.3.1 and OSX 10.12. This plugin is also compatible with Houdini Indie (While working inside the Indie version, the plugin will have a 4k limited resolution while rendering sequences and the scene export and cloud rendering features disabled)

As with all experimental releases, please do not use this for production purposes. 2018.1 XB2 will expire in 60 days


New features
To learn more about the new features and improvements of OctaneRender 2018.1, please check out the 2018.1 release post, but this a quick list of the main new features that have been added:

  • NV Link support on RTX 2080 and RTX 2080 Ti
  • Cryptomatte. Currently, in the Houdini plugin the Instance ID is used also as Object ID due to its internal scene graph architecture.
  • Vertex Attributes in the mesh objects. New options in the Octane OBJ spare parameters to configure the attributes to be extracted.
  • New "Color Vertex Attribute" and "Float Vertex Attribute" VOP nodes to retrieve the vertex attributes in the shaders.
  • Deep render passes.
  • Way less Volume Render Noise. New option in the kernels to disable this feature if the matching of the Octane v4 volumes is needed.
  • Direct Levelset surface rendering. New option in the Octane OBJ spare parameters to configure the volumes and OpenVDB rendering to work with SDFs.
  • Scatter depth limiting (i.e. fast fog rendering)
  • Overall 5% faster than V4 stable (about 315 OB vs 298 OB in our tests)
  • GPU compressed textures are now cached (big time saver for many - based on your V4 feedback )


Release 2018.1.0.0 regular license
https://render.otoy.com/customerdownloa ... _Win64.zip
https://render.otoy.com/customerdownloa ... _Linux.zip
https://render.otoy.com/customerdownloa ... ni_OSX.zip

Release 2018.1.0.0 subscription license
https://render.otoy.com/customerdownloa ... n64_vr.zip
https://render.otoy.com/customerdownloa ... nux_vr.zip
https://render.otoy.com/customerdownloa ... OSX_vr.zip

Standalone 2018.1 XB2 version for the network rendering nodes
https://render.otoy.com/customerdownloa ... B2_win.exe
https://render.otoy.com/customerdownloa ... _linux.zip
https://render.otoy.com/customerdownloa ... _macos.dmg


Happy rendering,
Your OTOY Team
Last edited by juanjgon on Thu Jan 31, 2019 11:25 am, edited 1 time in total.
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Re: OctaneRender™ 2018.1 for Houdini™ beta build 2018.1.0.0 XB2

Postby Techie » Wed Dec 26, 2018 2:51 pm

Techie Wed Dec 26, 2018 2:51 pm
Yay attributes! :) Thanks Juanjo!
Intel i7 930 2.8 GHz | 24 GB | GeForce GTX 980 Ti, 6 GB | Windows 7 Pro 64-bit | Houdini FX 17.5 | http://techie.se
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Re: OctaneRender™ 2018.1 for Houdini™ beta build 2018.1.0.0 XB2

Postby xanderjm » Fri Dec 28, 2018 7:46 pm

xanderjm Fri Dec 28, 2018 7:46 pm
im coming back to octane after a little while now that it has attributes (which seems to work great btw :D), just installed this version and im not sure if im missing something... but i cant get lights to work. i made a simple scene with a box, render target and a octane light. it seems like only the sunlight is working? possible bug or im being stupid?

update to this - emissive materials using BB emission seem to be working fine. Also octane lights are working fine with texture emission... but BB emissive lights dont give me anything.
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Re: OctaneRender™ 2018.1 for Houdini™ beta build 2018.1.0.0 XB2

Postby blobbybarack » Fri Dec 28, 2018 11:28 pm

blobbybarack Fri Dec 28, 2018 11:28 pm
Thanks Juangon, this is a major step up.
Everything working nicely here.
Just curious, can we hope for string attributes working with RGB Texture in the future.
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Re: OctaneRender™ 2018.1 for Houdini™ beta build 2018.1.0.0 XB2

Postby Evgen » Sat Dec 29, 2018 10:12 am

Evgen Sat Dec 29, 2018 10:12 am
xanderjm wrote:im coming back to octane after a little while now that it has attributes (which seems to work great btw :D), just installed this version and im not sure if im missing something... but i cant get lights to work. i made a simple scene with a box, render target and a octane light. it seems like only the sunlight is working? possible bug or im being stupid?

update to this - emissive materials using BB emission seem to be working fine. Also octane lights are working fine with texture emission... but BB emissive lights dont give me anything.

+1 Confirm.
Same situation with BB lights
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Re: OctaneRender™ 2018.1 for Houdini™ beta build 2018.1.0.0 XB2

Postby blobbybarack » Sat Dec 29, 2018 3:01 pm

blobbybarack Sat Dec 29, 2018 3:01 pm
Yep something wrong with lights. Inside the Light Shader Shop something wrong with the RBG plug into the BB distribution.
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Re: OctaneRender™ 2018.1 for Houdini™ beta build 2018.1.0.0 XB2

Postby ptunstall » Sun Dec 30, 2018 6:09 am

ptunstall Sun Dec 30, 2018 6:09 am
attrs work GREAT!!! Just tried them on temperature controlled FLIP fluids... SOOO DOPE!!!!!
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Re: OctaneRender™ 2018.1 for Houdini™ beta build 2018.1.0.0 XB2

Postby rohandalvi » Wed Jan 02, 2019 3:06 am

rohandalvi Wed Jan 02, 2019 3:06 am
Attributes don’t seem to work with points/ particles.
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Re: OctaneRender™ 2018.1 for Houdini™ beta build 2018.1.0.0 XB2

Postby blobbybarack » Wed Jan 02, 2019 3:06 pm

blobbybarack Wed Jan 02, 2019 3:06 pm
Attributes don’t seem to work with points/ particles.

Yep, for now the old rgb4k_map.ppm trick is still the way to go.

Same thing for Fur.

Juanjgon can we hope in future release a per point fur color and not a per primitive system ?
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Re: OctaneRender™ 2018.1 for Houdini™ beta build 2018.1.0.0 XB2

Postby juanjgon » Wed Jan 02, 2019 4:15 pm

juanjgon Wed Jan 02, 2019 4:15 pm
Currently, the Octane core attributes system is working with the mesh objects only, but I also hope to see this feature extended to all the other primitive types soon.

Thanks,
-Juanjo
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