OctaneRender 2020.1 for Houdini Beta build 2020.1.0.1 XB2

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flamingox
Licensed Customer
Posts: 18
Joined: Sun Jun 13, 2010 12:30 am

Please Houdini Solaris integration
Papah
Licensed Customer
Posts: 12
Joined: Thu Oct 31, 2019 12:43 pm

flamingox wrote:Please Houdini Solaris integration
Surely it will be another plugin independent of the main one.
I am also looking forward to it, and I hope it comes out as soon as possible, we are already a month after Solaris go live.
Patience I guess.
regard
Papah
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juanjgon
Octane Plugin Developer
Posts: 8867
Joined: Tue Jan 19, 2010 12:01 pm
Location: Spain

Hi,

I've updated this post including a link to download a proper plugin build for the new Houdini 18.0.384 production build.

Thanks,
-Juanjo
Futureboy
Licensed Customer
Posts: 10
Joined: Wed Dec 25, 2019 1:43 am

juanjgon wrote:
Futureboy wrote:Hello!

I was testing the displacement and i noticed that with the RTX on the shadows are not calculated.

In the standalone version, however, everything works correctly.


Thanks,
Giovanni
Using the same XB2 Standalone? This is really weird. Can you share a test scene to check it here?

Thanks,
-Juanjo

Hi Juanjo,

sorry for the late reply... I had a busy week :D

I checked again and I replicated with different scenes made by scratch. I also updated the drivers for the video cards.
My configuration is 2x2080ti and I used the Houdini Beta build 2020.1.0.1 XB2 and also the standalone version XB2.

I attached the files to check the issues about the shadows and displacement with RTX set ON. Into the zip archive there are the .hip and the .orbx exported from Houdini and I got the same issues into the standalone version. No shadows with rtx on and displacement. I also replicate the process in a scene directly inside the standalone version with Octane primitives and I got the same result.


Let me know if I made some mistake or the problem it's only on my system.

Many thanks,

Giovanni
Attachments
ShadowIssue.zip
Here the files to check the shadow issue with RTX on
(198.34 KiB) Downloaded 167 times
kmdani
Licensed Customer
Posts: 20
Joined: Fri Mar 23, 2018 9:08 am

Particle Point Attributes:
Is there any information on how to access them? I'm only aware of the old method, where I pack my info into the uv, and then use the rgb4k_map.ppm for accessing them in shader.
Is there any newer way? I tried to search the nodes, but couldn't find anything relevant.
mgtaylor
Licensed Customer
Posts: 18
Joined: Sat Jul 29, 2017 9:26 pm

kmdani wrote:Particle Point Attributes:
Is there any information on how to access them? I'm only aware of the old method, where I pack my info into the uv, and then use the rgb4k_map.ppm for accessing them in shader.
Is there any newer way? I tried to search the nodes, but couldn't find anything relevant.
There isn't a new node, you just need to use the Vertex Attribute node in the materials and simply type in the name of the point attribute. Make sure you add the attribute in the Octane obj parameters as well. Seems to work with custom point attributes for particles and meshes.
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juanjgon
Octane Plugin Developer
Posts: 8867
Joined: Tue Jan 19, 2010 12:01 pm
Location: Spain

mgtaylor wrote:
kmdani wrote:Particle Point Attributes:
Is there any information on how to access them? I'm only aware of the old method, where I pack my info into the uv, and then use the rgb4k_map.ppm for accessing them in shader.
Is there any newer way? I tried to search the nodes, but couldn't find anything relevant.
There isn't a new node, you just need to use the Vertex Attribute node in the materials and simply type in the name of the point attribute. Make sure you add the attribute in the Octane obj parameters as well. Seems to work with custom point attributes for particles and meshes.
Yes, it is the same workflow used with the mesh point or vertex attributes. The next plugin build will also support these attributes in the hair primitives, once again using the same workflow.

Thanks,
-Juanjo
flamingox
Licensed Customer
Posts: 18
Joined: Sun Jun 13, 2010 12:30 am

Hi develeopers, i download plugin octane for houdini, but i dont see octane i n Solaris/Hydra render,. I see hydra render octane in our presentation here: viewtopic.php?f=33&t=73237
ptunstall
Licensed Customer
Posts: 153
Joined: Thu Jun 04, 2015 1:36 am

It's not available as a hydra delegate yet.
caseyhupke
Licensed Customer
Posts: 42
Joined: Tue Jan 15, 2019 8:08 pm

Where does the Volume Sample Position Displacement node/sop/material live? I'm trying to tinker with that right now, but not finding it in the plugin. I see displacement on the medium material, but I don't seem to be able to drive that with anything i pipe into it.
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