OctaneRender 2018.1 for Houdini Production build 2018.1.3.0
Moderator: juanjgon
- pixelstuff
- Posts: 12
- Joined: Sun Nov 20, 2016 8:33 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.
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
Thanks,
-Juanjo
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
Thanks,
-Juanjo
- pixelstuff
- Posts: 12
- Joined: Sun Nov 20, 2016 8:33 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...
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.
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.
- blobbybarack
- Posts: 250
- Joined: Sun Feb 03, 2013 9:11 pm
- Location: Paris
- Contact:
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 ?
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,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.
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