OctaneRender 2018.1 for Houdini Production build 2018.1.3.0

Forums: OctaneRender 2018.1 for Houdini Production build 2018.1.3.0
Sub forum for plugin releases

Moderator: juanjgon

Re: OctaneRender 2018.1 for Houdini Production build 2018.1.3.0

Postby pixelstuff » Thu Jun 13, 2019 6:31 pm

pixelstuff Thu Jun 13, 2019 6:31 pm
Thanks, it shouldn't make much difference but I'm using an Nvidia 1080ti Hybrid with the Mantiz Venus Egpu enclosure, in case something has changed between v4 and 2018 Houdini plugin with that part.
pixelstuff
Licensed Customer
Licensed Customer
 
Posts: 12
Joined: Sun Nov 20, 2016 8:33 pm

Re: OctaneRender 2018.1 for Houdini Production build 2018.1.3.0

Postby juanjgon » Thu Jun 13, 2019 8:44 pm

juanjgon Thu Jun 13, 2019 8:44 pm
I think that I can reproduce this problem here, but it is really weird, because doesn't happen always, and never at the same point while extracting the scene. Sounds like some kind of threading issue or something like that. I hope to know more soon ... in any case it only affects the MacOS build.

Thanks,
-Juanjo
User avatar
juanjgon
Octane Plugin Developer
Octane Plugin Developer
 
Posts: 8867
Joined: Tue Jan 19, 2010 12:01 pm
Location: Spain

Re: OctaneRender 2018.1 for Houdini Production build 2018.1.3.0

Postby juanjgon » Thu Jun 13, 2019 8:52 pm

juanjgon Thu Jun 13, 2019 8:52 pm
Ok. It seems indeed a problem with the multi-thread scene extraction. Can you please test something to be sure? Please, render the scene after set the "Multi-thread extraction" option to "Disabled" in the Octane ROP, Main tab.

Thanks,
-Juanjo
User avatar
juanjgon
Octane Plugin Developer
Octane Plugin Developer
 
Posts: 8867
Joined: Tue Jan 19, 2010 12:01 pm
Location: Spain

Re: OctaneRender 2018.1 for Houdini Production build 2018.1.3.0

Postby pixelstuff » Thu Jun 13, 2019 10:33 pm

pixelstuff Thu Jun 13, 2019 10:33 pm
Thanks, yes it work now if I disable the multithread extraction on the same pig test geo, so I can work around that for now. I will install the standalone 2018 on my PC slave and test that with network rendering...
pixelstuff
Licensed Customer
Licensed Customer
 
Posts: 12
Joined: Sun Nov 20, 2016 8:33 pm

Re: OctaneRender 2018.1 for Houdini Production build 2018.1.3.0

Postby juanjgon » Thu Jun 13, 2019 11:05 pm

juanjgon Thu Jun 13, 2019 11:05 pm
Great! Thanks for the confirmation. At least now I'm sure about the origin of the problem and you have a workaround while I'm investigating this issue ...

Thanks,
-Juanjo
User avatar
juanjgon
Octane Plugin Developer
Octane Plugin Developer
 
Posts: 8867
Joined: Tue Jan 19, 2010 12:01 pm
Location: Spain

Re: OctaneRender 2018.1 for Houdini Production build 2018.1.3.0

Postby obbiem » Mon Jul 01, 2019 7:33 pm

obbiem Mon Jul 01, 2019 7:33 pm
Can someone please share an example how to use Color Vertex attribute and pass Cd attribute to the shader?
obbiem
Licensed Customer
Licensed Customer
 
Posts: 7
Joined: Sat Jul 14, 2018 10:41 am

Re: OctaneRender 2018.1 for Houdini Production build 2018.1.3.0

Postby ptunstall » Tue Jul 02, 2019 4:14 am

ptunstall Tue Jul 02, 2019 4:14 am
Check this file: https://www.dropbox.com/s/mvsvl04jo4qv0 ... E.hip?dl=0

The step I'm assuming you're missing is at the OBJ level of the geometry object. Goto Octane>Attributes and expose the attrs you want to be available in the shader.

In the shader simply drop down a color vertex attribute or float vertex attribute and plug it in like you would any other texture. Make sure you pull in the right attribute on these nodes too, "Cd", in your case.

You don't need the attributes to be "Vertex" attrs explicitly BTW, Juanjo is interpreting it all correctly in the plugin from point>vertex.
ptunstall
Licensed Customer
Licensed Customer
 
Posts: 152
Joined: Thu Jun 04, 2015 1:36 am

Re: OctaneRender 2018.1 for Houdini Production build 2018.1.3.0

Postby blobbybarack » Thu Jul 25, 2019 5:26 pm

blobbybarack Thu Jul 25, 2019 5:26 pm
Hi, got some problem with Cryptomatte.
Rendering CryptoObjectNode pass.
Number of object is static.
Cryptomatte seed factor is static.

Each time i rerender the scene ids change like the seed factor was mooving.

Is it a bug or something i didn't get right ?

Something related to this ?
Currently, in the Houdini plugin the Instance ID is used also as Object ID due to its internal scene graph architecture.
blobbybarack
Licensed Customer
Licensed Customer
 
Posts: 250
Joined: Sun Feb 03, 2013 9:11 pm
Location: Paris

Re: OctaneRender 2018.1 for Houdini Production build 2018.1.3.0

Postby juanjgon » Thu Aug 01, 2019 4:09 pm

juanjgon Thu Aug 01, 2019 4:09 pm
blobbybarack wrote:Hi, got some problem with Cryptomatte.
Rendering CryptoObjectNode pass.
Number of object is static.
Cryptomatte seed factor is static.

Each time i rerender the scene ids change like the seed factor was mooving.

Is it a bug or something i didn't get right ?

Something related to this ?
Currently, in the Houdini plugin the Instance ID is used also as Object ID due to its internal scene graph architecture.


Hi,

Sorry for the late reply. The first thing that comes to my mind is a problem with the multi-thread scene extraction feature. If you have the multi-thread scene extraction option enabled, the object's extraction order is going to change each time you render the scene, so all the cryptomatte IDs could also change. Can you please disable the multi-thread scene extraction option in the Octane ROP to see if it helps?

Thanks,
-Juanjo
User avatar
juanjgon
Octane Plugin Developer
Octane Plugin Developer
 
Posts: 8867
Joined: Tue Jan 19, 2010 12:01 pm
Location: Spain
Previous

Return to Releases


Who is online

Users browsing this forum: No registered users and 7 guests

Fri Mar 29, 2024 8:28 am [ UTC ]