OctaneRender 2019.1 for Houdini Production build 2019.1.4.0

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OctaneRender 2019.1 for Houdini Production build 2019.1.4.0

Postby juanjgon » Fri Nov 22, 2019 11:57 pm

juanjgon Fri Nov 22, 2019 11:57 pm
Hi,

This is a production release of the OctaneRender™ 2019.1 for Houdini™ plugin compiled with the Octane 2019.1.4 core. This 2019.1.4.0 release is available for the Houdini 16.5/17.0/17.5/18.0(beta) latest production builds on Windows x64, Linux gcc6.3.1 and OSX 10.12. This plugin is also compatible with Houdini Indie (While working inside the Indie version, the plugin will have a 4k limited resolution while rendering sequences and the scene export and cloud rendering features disabled)

This release includes the first beta build of the Houdini 18.0 plugin, compiled using the latest H18.0.287 RC build.

To use Octane 2019.1, you need to have a Studio or Enterprise subscription license. We recommend that you upgrade your NVIDIA driver to version 419.17 or newer.

New features
To learn more about the new features and improvements of OctaneRender 2019.1, please check out the 2019.1 release post, but this a quick list of the main new features that have been added:

  • Improved volume AI Denoiser.
  • OSL and procedural vertex displacement and displacement mixer, including auto-bump shading.
  • OSL Shaders for volume textures.
  • Layered materials, including all the new material layers nodes.
  • Composite material node.
  • Universal material thin wall option.
  • New rounded edges, including the new round edges nodes replacing the old options available in the material nodes.
  • Bloom/glare threshold.
  • AI Up-sampler options in the imager node.
  • Increase maximum number of alpha intersections to 200. This fixes some scenes that have a huge amount of alpha maps.
  • Added the affect roughness option to kernel nodes "The percentage of roughness affecting subsequent layers' roughness"
  • Spectron volumetric spotlight


Release 2019.1.4.0 Enterprise subscription license
https://render.otoy.com/customerdownloa ... rprise.zip
https://render.otoy.com/customerdownloa ... rprise.zip
https://render.otoy.com/customerdownloa ... rprise.zip

Release 2019.1.4.0 Studio subscription license
https://render.otoy.com/customerdownloa ... studio.zip
https://render.otoy.com/customerdownloa ... studio.zip
https://render.otoy.com/customerdownloa ... studio.zip

Release 2019.1.4.0 Demo version
https://render.otoy.com/plugindownloads ... 4_demo.zip
https://render.otoy.com/plugindownloads ... x_demo.zip
https://render.otoy.com/plugindownloads ... X_demo.zip

Standalone 2019.1.4 version for the network rendering nodes
viewtopic.php?f=24&t=73140


Release Notes
=============================================
RELEASE 2019.1.4.0
=============================================

* PLUGIN FEATURES AND FIXES:

- Added support for Houdini 18.0 (beta)
- New option in the ROP node to save the noisy image when the denoiser is enabled.
- Support of texture files embedded in HDAs, referenced using an "opdef:" path in the texture image node.

* OCTANE FEATURES AND BUGS FIXED:
- Overhauled the auto-bump feature of vertex displacement, which fixes multiple issues that were reported. Now, auto-bump works with vector displacement maps as well and you can add an additional bump map on top of auto-bump.
- The overhauled auto-bump now supports all projection types and extra UV sets.
- Fixed direct lighting kernel looking different to v4 and 2018.1 when fake shadow is used + when a bunch of glossy materials with no diffuse and specular textures are used.
- Fixed volume rendering in legacy mode.
- Fixed a small memory leak when rendering is stopped.
- Fixed wrong handling of extra arguments in the OSL environment() function.
- Fixed minor bug in OSL compiler which breaks float val[2]; getattribute("camera:clip", val);.
- Improved auto-bump to preserve sharp edges of the geometry.
- Fixed crash when you try to render a displacement mixer with an unconnected displacement pin.
- Fixed toon rendering of bump/normal maps.
- Fixed problem that a mixed universal material with 1.0 mix factor renders differently to a universal material - when there is some transmission involved.
- Fixed render artefacts with specular materials that have an IOR between (1 .. 1.00005).
- Fixed missing thin film interference if RGB IOR or IOR + color is used in layered materials.
- Fixed incorrect fake shadow colour if a vertex attribute texture is used in the transmission channel.
- Fixed environment shadows missing in the general shadow pass.
- Fixed error "unexpected primitive type 2" when you try to use the baking camera and displacement.
- Fixed kernel failure if you render accurate rounded edges with the PMC kernel and a baking camera.
- Fixed exception handling on MacOS which should reduce the delay/freeze during a crash.


=============================================
RELEASE 2019.1.2.0
=============================================

* PLUGIN FEATURES AND FIXES:

- Fixed a precision bug in the camera animation while working with large scale scenes.
- Addressed the support of the object level relative paths in the "instance" attribute.
- Addressed a limitation in the .orbx proxy objects support.
- Fixed the texture X axis orientation in the Octane lights.
- New "Use Alpha" parameter in the Octane lights texture options.
- Fixed a memory leak while rendering sequences in full scene reload mode.

* OCTANE FEATURES AND BUGS FIXED:
- Fixed toon material rendering incorrectly for camera toon light.
- Fixed toon material causing a render failure in the material preview.
- Fixed multi-layered material not outputting multi-layered bump mapped / mapped normals in info passes
- Fixed volume render inconsistency when using legacy mode.
- Fixed incorrect denoiser output when enablign some light passes.
- Fixed upsampler not working properly for the very first time on some GPUs (this does not fix the upsampler on Win 7, which is still an unsolved problem).
- Fixed kernel crash when using accurate rounded edges if adjacent geometry of an edge is a displacement triangle.
- Fixed discontinuities in shading normals for some cases when using fast rounded edges.
- Fixed a bug in the vertex normal calculation of vertex displacement geometry which was causing the geometry to look facetted when using the join unwelded vertices option.
- Fixed net render slave crash when a scene contains images compressed on the master.


=============================================
RELEASE 2019.1.1.0
=============================================


* OCTANE FEATURES AND BUGS FIXED:
- Fixed incorrect rendering of net render slaves.
- Fixed crash when trying to render preview if a material that uses vertex displacement.
- Fixed the diffuse channel of the metal material node to render black if it's not connected.
- Fixed render failure in the material preview of shadow catcher materials.
- Fixed anisotropy not working with values ranged between [-1 .. 0).
- Fixed render failure when rendering volumes with scattering media.
- Fixed fall off node not taking bump/normal map into account.
- Fixed dielectric 1/IOR map not working with dielectric layer.
- Fixed incorrect rendering of sheen when the diffuse and specular channels are both 0.
- Fixed incorrect compilation of OSL code in some cases.
- Fixed legacy volume render not matching between 2018.1. (To enable the legacy mode tick Emulate old volume behavior in the kernel settings)
- Disabled AI upsampling if the output is a linear (unclamped) HDR image, because it is currently not supported.


=============================================
RELEASE 2019.1.0.5
=============================================

* PLUGIN FEATURES AND FIXES:

- Fixed a rendering bug in objects with one or two vertex polygons.
- Fixed a scene loading warning message reported from the Octane Light HDA.
- Fixed an IPR crash while working in scenes without a valid render target.
- Addressed the image distortion problems when the upsampling was enabled.

* OCTANE FEATURES AND BUGS FIXED:
- Improved AI Denoiser
- Fixed mix material not consistent with rendering specular layer + diffuse material when swapping input pins.
- Fixed energy conservation for universal layer BSDF
- Fixed _getUV() and getattribute("hit:uv", uvs) not working in some cases
- Fixed picking when upsampling is enabled
- Fixed toon outline always rendering black
- Fixed shared toon materials only rendering correctly on one object, the rest black
- Fixed glossy material always triggering full shader rebuilds
- Fixed render failure when using accurate rounded edges with displacement triangles.
- Fixed issue that would cause discontinuities in interpolated vertex normals in primitives which geometric and vertex normals would be in opposite hemispheres.
- Moved affect roughness setting into specular layer and sheen layer node.
- Layered material: Fixed incorrect direct reflection renderpass from layered material.
- Layered material: Fixed dirt texture when used with layered materials
- Fixed multiple cases of unnecessary rebuilding of geometry that were assigned with vertex displacement
- Fixed refract alpha issue not renering the transparency on specular material
- Universal material: Fixed universal material pins to specify transmission type instead of multiple BxDF types as it was confusing
- Universal material: Fixed universal material layer with thin wall, and also planar behavior
- Universal material: Fixed universal material rendering specular material when given no diffuse, no transmission and coating only.
- Universal material: Fixed universal material fake shadow rendering incorrectly on diffusely transmissive materials
- Universal material: Fixed universal material not emitting light (when specular reflection is not black)
- Universal material: Fixed universal material inconsistency when refraction or transmission is not black
- Universal material: Fixed universal material not doing total internal reflection when diffuse color is not black
- Fixed universal material not updating when switching metallic mode.
- Fixed denoiser issues with layered material + fake shadow + diffuse layer on top of specular materials.
- Fixed incorrect render pass behaviour sometimes when there are no volumes in the scene.
- Fixed denoiser beauty pass getting garbage when certain denoiser passes are enabled.
- Fixed missing self-shadowing in the general and layered shadow passes.
- Fixed alpha channel in alpha passes if alpha is disabled in the kernel settings.


Happy rendering,
Your OTOY Team
Last edited by juanjgon on Sat Dec 21, 2019 12:37 am, edited 1 time in total.
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Re: OctaneRender 2019.1 for Houdini Production build 2019.1.4.0

Postby blobbybarack » Mon Nov 25, 2019 10:01 am

blobbybarack Mon Nov 25, 2019 10:01 am
Thanks Juanjgon
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Re: OctaneRender 2019.1 for Houdini Production build 2019.1.4.0

Postby Sacha.wech » Mon Nov 25, 2019 7:12 pm

Sacha.wech Mon Nov 25, 2019 7:12 pm
Thanks Juan!

I can't find the new universal camera. I looked in the camera and the render target. Is it included somewhere else?

Cheers
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Re: OctaneRender 2019.1 for Houdini Production build 2019.1.4.0

Postby juanjgon » Mon Nov 25, 2019 9:15 pm

juanjgon Mon Nov 25, 2019 9:15 pm
Sorry, the universal camera is not available in the Houdini plugin yet. It is a special scripted node graph node that can't be processed by the plugin node system, like happen with all the other cameras or shader nodes, so it must be hardcoded. I hope to support in one of the next builds.

Thanks,
-Juanjo
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Re: OctaneRender 2019.1 for Houdini Production build 2019.1.4.0

Postby Sacha.wech » Tue Nov 26, 2019 12:11 am

Sacha.wech Tue Nov 26, 2019 12:11 am
Ah alright! Thanks anyway :)

Cheers
Sacha
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Re: OctaneRender 2019.1 for Houdini Production build 2019.1.4.0

Postby blobbybarack » Fri Nov 29, 2019 12:48 pm

blobbybarack Fri Nov 29, 2019 12:48 pm
Hey Juanjgon.

I just tested the new osl procedural textures include in LiveDB made for the 2020 release.
Everything working great on 2019 standalone too.
This is half broken into Houdini. You get the nodes into shop but no code and no connections.
Of course you can take the osl code and copy paste into an texture OSL inside Houdini and make connections yourself.

Nothing you can't solve to make it even more handy and mat context proof without too much work?
Of course it's not a top priority thing but could be cool.
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Re: OctaneRender 2019.1 for Houdini Production build 2019.1.4.0

Postby ptunstall » Wed Dec 04, 2019 3:51 pm

ptunstall Wed Dec 04, 2019 3:51 pm
Hey so I'm assuming the orbx fix in this latest release doesn't fix orbx exporting for multiple frames on fullscene reload. Also we cannot use single frames exported orbx files because motion blur DOES NOT WORK. Is there any way to prioritize this functionality?
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Re: OctaneRender 2019.1 for Houdini Production build 2019.1.4.0

Postby juanjgon » Wed Dec 04, 2019 4:57 pm

juanjgon Wed Dec 04, 2019 4:57 pm
ptunstall wrote:Hey so I'm assuming the orbx fix in this latest release doesn't fix orbx exporting for multiple frames on fullscene reload. Also we cannot use single frames exported orbx files because motion blur DOES NOT WORK. Is there any way to prioritize this functionality?


I've been taking a look at this limitation and unfortunately, it doesn't have an easy solution. The main problem is that the architecture of the plugin while rendering in full scene reload mode is designed to destroy the Octane scene to extract the new one, and after that, you can't update the .orbx scene animation. I wonder if it could be easier to try to support the mesh updating for the objects without a constant topology while rendering in update mode ... I'll try to investigate this as soon as possible.

Thanks,
-Juanjo
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Re: OctaneRender 2019.1 for Houdini Production build 2019.1.4.0

Postby motionskill » Mon Dec 09, 2019 4:09 pm

motionskill Mon Dec 09, 2019 4:09 pm
I think that there is bug with displacer in Houdini 18. I tried everything, noise, texture map with greyscaled height maps, baked node after noise. But once I add anything to Displacer field, object dissapear.

And when we can expect 2020 beta version? Looks like it has many important improvements
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Re: OctaneRender 2019.1 for Houdini Production build 2019.1.4.0

Postby juanjgon » Mon Dec 09, 2019 7:12 pm

juanjgon Mon Dec 09, 2019 7:12 pm
The first 2020.1 Houdini plugin build will be available later this week. About your problem with the displacement, does the object have a valid UV map? The conventional displacement only works over UV mapped objects. The new vertex displacement node can be used with other projections and procedural noise nodes.

Thanks,
-Juanjo
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