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Re: OTOY expands OctaneRender™ integration to NUKE, Houdini, MotionBuilder, Unreal Engine 4, and Digital Molecular Matter Engine

PostPosted: Sat Sep 06, 2014 2:47 am
by RealityFox
JimStar wrote:
RealityFox wrote:As far as I know, Jim Star is the only main person working on it. And he's busy helping with the Maya or Max plugin as far as I'm aware.

No, it's not fully correct - the Max plugin is completely developed by Karba.
I'm developing Maya plugin (Win and Linux), Blender plugin (Win, Linux, and later OSX), a couple of Standalone features, and one of the plugin's announced here. :roll:


Awww, thanks Jim! I'm sure most of the blender users here really appreciate all the work you put into it. They need to hire someone to help you out. That sounds like a lot for a single person.

PostPosted: Thu Oct 02, 2014 12:03 pm
by milvo
Hi,

Just wondering if there is an ETA for the Motionbuilder Plugin?

Re: OTOY expands OctaneRender™ integration to NUKE, Houdini, MotionBuilder, Unreal Engine 4, and Digital Molecular Matter Engine

PostPosted: Fri Dec 19, 2014 4:34 pm
by Hawker
It's a lot of implementations...

Maybe too much..

I think you should do less but better.

Re: OTOY expands OctaneRender™ integration to NUKE, Houdini, MotionBuilder, Unreal Engine 4, and Digital Molecular Matter Engine

PostPosted: Thu Jan 15, 2015 6:48 pm
by juanjgon
Here you have a sneak peek of the Octane IPR working inside Houdini, using a custom OpenGL GLUT window to have the best possible performance. It is really amazing how nice Octane works inside Houdini ;)

[vimeo]http://www.vimeo.com/116880885[/vimeo]

-Juanjo

Re: OTOY expands OctaneRender™ integration to NUKE, Houdini, MotionBuilder, Unreal Engine 4, and Digital Molecular Matter Engine

PostPosted: Sun Jan 18, 2015 12:12 pm
by PeterCGS
Nice one Juanjgon! :D After seeing no path ahead for XSI, I've looked at replacements for the last 6 months, and Houdini keeps bumping up on my radar, but without Octane support I would never switch software since its my number 1 tool for rendering nowdays... I think I might sign up for a Houdini license now and start learning that beast of software :)

Re: OTOY expands OctaneRender™ integration to NUKE, Houdini, MotionBuilder, Unreal Engine 4, and Digital Molecular Matter Engine

PostPosted: Fri Jan 23, 2015 4:22 pm
by juanjgon
Working with the Octane gradient node. With this node, the full set of Octane shading nodes is complete running inside Houdini. In this video the Octane plugin is working inside H14 without problems so far.

[vimeo]http://www.vimeo.com/117600015[/vimeo]

-Juanjo

Re: OTOY expands OctaneRender™ integration to NUKE, Houdini, MotionBuilder, Unreal Engine 4, and Digital Molecular Matter Engine

PostPosted: Thu Jan 29, 2015 7:38 pm
by jate
Blah blah blah...

UNREAL ENGINE OCTANE SUPPORT!!!

Blah blah blah...

xD

Re: OTOY expands OctaneRender™ integration to NUKE, Houdini, MotionBuilder, Unreal Engine 4, and Digital Molecular Matter Engine

PostPosted: Fri Jan 30, 2015 6:43 pm
by juanjgon
The Octane spare parameters functions for the OBJ nodes are ready. With this parameters you can configure for example the object visibility or layer options, the Octane OpenSUBD feature or the light emission parameters for the object.

With the light emission parameters you can use any object in the scene as light source. From simple shapes like spheres, planes or cubes, to any other object available in the scene. You can also use the Octane emission nodes to configure any material as emitter, but the spare parameters at OBJ level are easier to configure to make light sources.

Re: OTOY expands OctaneRender™ integration to NUKE, Houdini, MotionBuilder, Unreal Engine 4, and Digital Molecular Matter Engine

PostPosted: Sat Feb 21, 2015 5:57 pm
by eyeonestudio
Octane for Houdini....
We wait long time for Other Houdini Render Engine (Not Vray, Not Arnold) :cry:
I can't wait anymore. Alpha Beta Release!!

Best Regards

Re: OTOY expands OctaneRender™ integration to NUKE, Houdini, MotionBuilder, Unreal Engine 4, and Digital Molecular Matter Engine

PostPosted: Fri Mar 06, 2015 6:26 pm
by juanjgon
Fluid rendering test. Motion blur using velocity vectors in meshes with variable structure along the animation.

[vimeo]http://www.vimeo.com/121487021[/vimeo]

-Juanjo