OctaneRender 2020.2 for Houdini Beta build 2020.2.0.1 RC6

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Re: OctaneRender 2020.2 for Houdini Beta build 2020.2.0.1 RC6

Postby juanjgon » Thu Dec 24, 2020 5:16 pm

juanjgon Thu Dec 24, 2020 5:16 pm
Ah, yes, true, only the Composite AOV Group can be linked to the render target, so you always need to use this node to group all the Composite AOV nodes.

Thanks,
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Re: OctaneRender 2020.2 for Houdini Beta build 2020.2.0.1 RC6

Postby pxlntwrk » Thu Dec 24, 2020 5:28 pm

pxlntwrk Thu Dec 24, 2020 5:28 pm
galleon27 wrote:You need to create a Composite AOV Group and plug that into compositeAovs in Render Target. Houdini lets you plug every output to any input but that doesn't really work in Octane. If you use Standalone, you'll notice that you cant plug a Composite AOV node directly into Render Target. It needs to go into Composite AOV Group first.


Oh yeah, many thanks for the hint, it is correctly wired now :D
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Re: OctaneRender 2020.2 for Houdini Beta build 2020.2.0.1 RC6

Postby seriawp » Fri Dec 25, 2020 1:02 pm

seriawp Fri Dec 25, 2020 1:02 pm
Hello
Gradient tool doesn't work?
Or i doing something wrong?
Image
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Re: OctaneRender 2020.2 for Houdini Beta build 2020.2.0.1 RC6

Postby galleon27 » Fri Dec 25, 2020 2:35 pm

galleon27 Fri Dec 25, 2020 2:35 pm
seriawp wrote:Hello
Gradient tool doesn't work?
Or i doing something wrong?
Image


Works as expected. Gradient texture produces a gradient blend between colors. It needs an input. Either create a black and white gradient in photoshop and plug that into the gradient input or just use this OSL shader to get the UVs.
Code: Select all
#define U 0
#define V 1


shader use_uv( int channel = 0 [[string widget = "mapper", string label = "Channel", string options = "U:0|V:1|"]], output color out = 0,)
{
    if ( channel == U)
        out = color(u, u, u);
    else if ( channel == V)
        out = color(v, v, v);
}
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Re: OctaneRender 2020.2 for Houdini Beta build 2020.2.0.1 RC6

Postby pxlntwrk » Sat Dec 26, 2020 9:15 pm

pxlntwrk Sat Dec 26, 2020 9:15 pm
pxlntwrk wrote:In the AOV Composite node, when we create a new layer all the other layers are moved and renamed ex:
if I have 2 layers (1 and 2), when I create a new layer, it takes the name of layer 1, layer 1 is renamed 2, and layer 2 becomes 3.
Why is the new layer not layer 3?
It's a little confusing :?


juanjgon wrote:About the layers workflow, I think that Standalone has this same behavior, designed to mimic how other layer-based compositing software adds the new layers always on top.


Hi,
maybe something wrong on my side, but like i said the new created layer is always at the bottom of stacking (not on top), is always named layer 1.
the layers already created are all renamed incrementally.
In the standalone the next layer created takes the upper number and is found at the top of the stacking.
Here is a link to a video that shows this behaviorin Houdini
https://www.swisstransfer.com/d/c74b18d1-5060-4203-9d71-8da56087fbde

PS: as we can see at the beginning of this video, when I create a new layer and the liveviewer is running, I have an instant crash. This happens almost all the time for the same operation

thanks
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Re: OctaneRender 2020.2 for Houdini Beta build 2020.2.0.1 RC6

Postby seriawp » Mon Dec 28, 2020 6:14 pm

seriawp Mon Dec 28, 2020 6:14 pm
Hello :)

1. In last version plugin, Aperture edge = 0 is not working. Image anyway get DOF
Test scene: https://www.dropbox.com/s/x5j6q18rm6gd0 ... t.zip?dl=0

2. In last version plugin, closing IPR window, has 50% chance to crash Houdini
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Re: OctaneRender 2020.2 for Houdini Beta build 2020.2.0.1 RC6

Postby galleon27 » Fri Jan 01, 2021 6:28 pm

galleon27 Fri Jan 01, 2021 6:28 pm
Hello and Happy New Year.

There seems to be a bug with displacement maps. I've attached screenshots. The one rendered in 2020.1.5 is correct. I also tested it in Standalone. Exported ORBX from both 2020.1.5 and 2020.2.0.1. ORBX from 2020.1.5 renders correctly while the one from 2020.2 is incorrect. I can send you the scene if needed.

Thanks.
Attachments
2020.2_orbx_export.png
Exported from 2020.2
2020.1.5_orbx_export.png
Exported from 2020.1.5
002.png
Rendered in 2020.2.0.1
001.png
Rendered in 2020.1.5
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Re: OctaneRender 2020.2 for Houdini Beta build 2020.2.0.1 RC6

Postby perritocochino » Sat Jan 02, 2021 12:23 pm

perritocochino Sat Jan 02, 2021 12:23 pm
galleon27 wrote:There seems to be a bug with displacement maps. I've attached screenshots. The one rendered in 2020.1.5 is correct. I also tested it in Standalone. Exported ORBX from both 2020.1.5 and 2020.2.0.1. ORBX from 2020.1.5 renders correctly while the one from 2020.2 is incorrect. I can send you the scene if needed.

Thanks.


There's indeed a problem with displacement maps and midlevel in houdini plugin 2020.2. Good to sse it's not just on my machine...

I posted a bug report here :
viewtopic.php?f=103&t=76618
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Re: OctaneRender 2020.2 for Houdini Beta build 2020.2.0.1 RC6

Postby trogers » Sun Jan 03, 2021 3:11 am

trogers Sun Jan 03, 2021 3:11 am
Hey Juanjo,

Just came across a bug using the QT5 IPR. I tried to set the white point using the 'Pick WhiteP' button which worked on the first try, however upon clicking it again to set it to another point it completely froze my machine. I'm Running Win 10.

Edit:
Wow, yea, this build is quite unstable. I just had the IPR open and had switched to my browser to type an email after the IPR had finished rendering at 512 samples and it crashed Houdini. Then restarted Houdini, created a simple scene of a ball with a back wall and a floor. I opened the IPR and let it render to the kernel's setting of 512, then tried to close the IPR and it completely froze my machine.. again had to hit the power switch on the back of the box. Will definitely wait till this is further baked and or officially released. Love the potential of the new functionality though!
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Re: OctaneRender 2020.2 for Houdini Beta build 2020.2.0.1 RC6

Postby caseyhupke » Sun Jan 03, 2021 5:22 pm

caseyhupke Sun Jan 03, 2021 5:22 pm
I can't get the QT5 IPR option to stay enabled. Also isn't RTX supposed to be on by default? I had to re-enable it.
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