I'd like to evaluate OctaneVR with Houdini 16...

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I'd like to evaluate OctaneVR with Houdini 16...

Postby trojanfoe » Mon Apr 03, 2017 6:49 am

trojanfoe Mon Apr 03, 2017 6:49 am
... however I am not allowed to download the plugin.

So how am I supposed to do this?
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Re: I'd like to evaluate OctaneVR with Houdini 16...

Postby aoktar » Mon Apr 03, 2017 12:40 pm

aoktar Mon Apr 03, 2017 12:40 pm
To try the demo? It should be same else of gpu limits.
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Re: I'd like to evaluate OctaneVR with Houdini 16...

Postby trojanfoe » Mon Apr 03, 2017 2:01 pm

trojanfoe Mon Apr 03, 2017 2:01 pm
Yeah I'd like to try the demo with Houdini 16, however I am not allowed to download the Houdini plugin.
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Re: I'd like to evaluate OctaneVR with Houdini 16...

Postby mojave » Wed Apr 05, 2017 12:51 am

mojave Wed Apr 05, 2017 12:51 am
Here you can find the Houdini demo:

https://home.otoy.com/render/octane-render/demo/#pg-10

The demo builds are separate from the OctaneVR flavor which basically has a couple of limitations compared to the regular Octane flavour.

Just take into account the supported versions do not currently include Houdini 16:

This demo is compatible with production releases H14.0.474 and H15.0.244 only.
This demo is also compatible with Houdini 15.5 Indie, however the scene export is unavailable.


Latest test build does support H16, but it's currently available just to licensed users:

viewtopic.php?f=102&t=60531
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Re: I'd like to evaluate OctaneVR with Houdini 16...

Postby juanjgon » Wed Apr 05, 2017 9:35 am

juanjgon Wed Apr 05, 2017 9:35 am
Yes, sorry, currently there isn't a demo version for Houdini 16. You must test the plugin with Houdini 15.5. The H16 demo plugin will be available as soon as the current 3.06 plugin build will reach its final production build.

You have the demo build for H15.5.673, that should also work fine with the latest H15.5 production build.

Thanks,
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Re: I'd like to evaluate OctaneVR with Houdini 16...

Postby JoshuaReeves » Thu Apr 27, 2017 8:10 pm

JoshuaReeves Thu Apr 27, 2017 8:10 pm
It's artistically great, but technically it's scanline of 1990.

"it extensively uses global illumination and physically based rendering... Combine that with the dynamic lighting, which has been rasterized twice for depth pre-pass, and a custom ambient occlusion solution which rivals HBAO, delivering soft shadows without any dithering"

I don't remember seeing anything like that in 1990 that was not ray-traced, and definitely not on the desktop. Trying to think of a single example.
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