Hi,
This is the second public beta release of the OctaneRender™ 2.2 for Houdini™ plugin. This 2.23.2.5 build is available for all the Houdini 14.0 current production releases in Windows x64, Linux gcc4.8 and OSX 10.10
Beta release 2.23.2.5
Standalone version for the network rendering nodes 2.23.2
http://render.otoy.com/customerdownload ... _win64.exe
Documentation
http://render.otoy.com/manuals/Houdini/
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RELEASE 2.23.2.5
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* NEW FEATURES:
- Support of the Octane Demo API
- Scene materials override system with object exclusion. Available the Octane ROP->Properties tab.
- The variable LD_LIBRARY_PATH pointing to the Octane shared libs is no longer needed in Linux
- The Octane ROP is now available in the "Render->Create Render Node" menubar popup
- New Octane menu in the Houdini menubar with useful links to the manuals, support forums, etc.
- Full support of OSX 10.10 Yosemite builds, excluding the IPR funtion.
* NOTES ABOUT THE PLUGIN SUPPORT FOR OSX:
- This build has support for Houdini 14.0.361 in OSX 10.10. The plugin works fine with all the features enabled, but currently all the IPR code must be disabled.
The problem is that Apple has dropped the support of X11 while back, and now in 10.9 the GLUT lib is also deprecated, so all the FreeGLUT based IPR code doesn't work at all. Install XQuartZ could be a solution, but with XQartz Houidni doesn't work fine.
We will try to find a temporal solution using the MPlay as display device for the IPR, and later we will try to change the whole IPR code to other portable OpenGL toolkit for Octane 3.
* BUGS FIXED:
- The Octane ROP node doesn't support relative paths for the cameras and the render target. Fixed.
- Render crash while updating objects with fur motion blur. Fixed.
- Crash working with the Octane displacement node while the IPR is enabled. There is a bug in the sliders ranges. Fixed.
-Juanjo
OctaneRender™ 2.2 for Houdini™ build 2.23.2.5
Moderator: juanjgon
I have found that the 14.0.361 builds have the compiler optimizations disabled, so the plugin is working slower than expected (the scene loading times, not the rendering). I will release a new build this week without this issue, and at least with an important memory leak fixed.
-Juanjo
-Juanjo