OctaneRender 2020.1 for Houdini Production build 2020.1.3.0

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juanjgon
Octane Plugin Developer
Posts: 8867
Joined: Tue Jan 19, 2010 12:01 pm
Location: Spain

Hi,

This is a production release of the OctaneRender™ 2020.1 for Houdini™ plugin compiled with the Octane 2020.1.3 core. This 2020.1.3.0 release is available for the Houdini 16.5/17.0/17.5/18.0 latest production builds on Windows x64, Linux gcc6.3.1 and MacOS 10.12.

To use Octane 2020.1, you need to have a Studio or Enterprise subscription license. We recommend you to update your NVIDIA driver to at least 435.80 for Windows or 435.12 for Linux.

New features
To learn more about the new features and improvements of OctaneRender 2020.1, please check out the 2020.1 release post, but this is a quick list of the main new features that have been added.
  • New option to enable the RTX improvements.
  • Spectron Area and Sphere light types.
  • Particle and Curves Point Attributes.
  • New Hosek-Wilkie Spectral Sky Model.
  • Improvements to Round Edges artist control.
  • SSS Improvements and Random Walk SSS.
  • Spectral Hair Material.
  • ACES: new workflow and Image Container File Layout
  • Volume Step % and Shadow Step %
  • Volume Sample Position Displacement
  • New Universal Dirt System
  • New Universal Camera node

Release 2020.1.3.0 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 2020.1.3.0 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 2020.1.3.0 Demo license
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 2020.1.3 version for the network rendering nodes
viewtopic.php?f=15&t=75172


Release Notes
=============================================
RELEASE 2020.1.3.0
=============================================

* PLUGIN FEATURES AND FIXES:

- Fixed the Universal camera IPR pick, pan and zoom functions.
- Fixed the Universal camera othographic projection scale.

* OCTANE 2020.1.3 FEATURES AND BUGS FIXED:
- Fixed regression causing VDB files of version 224 to not to load.
- Fixed mix material not rendering the autobumped normal when mult-layer material was used in one of the material slots.
- Fixed issue causing the light pass to not to capture direct light if the cast shadows option was disabled.
- Allow OSL texture and projection shaders to have multiple outputs from which Octane will use the first one.
- Allow OSL shaders to have float output which will produce a greyscale color.

=============================================
RELEASE 2020.1.2.0
=============================================

* PLUGIN FEATURES AND FIXES:

- Added H18.0.499 plugin build
- Universal camera node
- Render Target HDA updated including the OSL and Universal cameras and the Planetary environment

* OCTANE 2020.1.2 FEATURES AND BUGS FIXED:
- Fixed issue causing incorrect evaluation of materials using anisotropy.
- Fixed layered material node incorrectly update the multi layer flag.
- Fixed material opacity not working for fully metallic materials.
- Fixed opacity of the bottom most layered material not affecting the entire material stack.
- Fixed issue causing portal transparency not working correctly.
- Fixed a few incorrect pin accesses for some materials when they should be using default values.
- Fixed application crash when enabling AI light on an empty render target.
- Fixed issue with denoised pass where the environment would be merged with the geometry.
- Fixed issue causing incorrect evaluation of overlapping mediums.
- Fixed application crash happening while compiling some scenes with very large numbers of intersecting instances.
- Fixed CUDA error happening in some scenarios when using peer-to-peer memory and RTX.
- Fixed CUDA error happening sometimes after AI scene updates when using peer-to-peer memory.
- Fixed CUDA error after some scene updates when using emission and RTX.
- Fixed issue causing wrong normals near geometry edges happening when using fast rounded edges on RTX meshes.
- Fixed issue with scenes containing volumes that would either not start rendering or fail after a few frames.
- Fixed issue causing the render passes export dialog to export just the beauty pass when the upsampler was enabled.
- Fixed issue not allowing to enable RTX unless the master would have RTX support.
- Fixed issue causing the main denoiser pass not to display the texture environment.
- Fixed issue causing the main denoiser pass not to include environment medium absorption data.
- Fixed issue causing the gizmo to not to update light primitive positions when connected to an object layer map.
- Fixed crash while trying to load geometry containing empty vertex data for some motion intervals.
- Fixed performance regression in Pascal devices compared to 2019.1.5.
- Fixed use of _time() in OSL camera shaders.
- Fixed issue causing network slaves to hang with scenes using auto bumpmap.
- Fixed issue causing network slaves to produce different output for some info passes from that on the master.
- Fixed plugin crash during scene export when a mesh node would be used as root.
- Improved accurate rounded edges in regions where both convex and concave curvature exist.
- Reduced geometry memory usage up to 5% when using RTX.
- Texture cache is used now just for baked textures and compressed images.
- Enforce loading VDB files just up to the version currently supported (223).


Happy rendering,
Your OTOY Team
Last edited by juanjgon on Thu Jul 30, 2020 11:15 pm, edited 1 time in total.
Sacha.wech
Licensed Customer
Posts: 6
Joined: Tue Sep 06, 2016 7:13 pm

Juan!

Thanks for implementing the new universal camera!

I was playing around with it and it's great. There are some features though that I either can't understand or maybe they just aren't working yet.

In the depth of field section. It seems that only the circular aperture shape works? I can't seem to get notch or custom aperture to work. Right now custom aperture just has a color field but I tried opening up the render target and inputting an RGB texture in the customAperature field in the universal camera node. While it does affect the render, it seems to act like a mask, cutting whatever shape or image input out of the render. I was expecting something like the custom bokehs that redshift has. Ideally, I should be able to use it to introduce chromatic aberration based on the defocus, right? Maybe I'm just using it incorrectly. Do you know where I can find some documentation on how it's supposed to work?

The same goes for the camera distortion which also just has a color field. I was able to again open the render target and input an RGB texture. Again this did affect the render, but I just don't exactly know how to control it. It seems to warp everything quite aggressively. I couldn't figure out which color doesn't warp the image. Some documentation would be super helpful, if you know where I can find any.

Thanks again
Cheers
Sacha

;)
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juanjgon
Octane Plugin Developer
Posts: 8867
Joined: Tue Jan 19, 2010 12:01 pm
Location: Spain

This is the current documentation about the Universal camera node, but I don't think that it could help a lot:
https://docs.otoy.com/StandaloneH_STA/S ... Camera.htm

Unfortunately, I'm not aware of the Universal camera internals, so perhaps you could ask this question in the General Discussion forum to check if anybody has experience working with these Universal camera parameters.

Thanks,
-Juanjo
WhyGee
Licensed Customer
Posts: 189
Joined: Sun Jun 22, 2014 9:10 am

Hey,
Previously when tweaking things like Post Processing bloom or glare, it didn't update the entire render, just the post process effect. This is also true for exposure. In the last couple of builds, this triggers a render restart. Anyone else experiencing this?

Thanks
Yaniv
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juanjgon
Octane Plugin Developer
Posts: 8867
Joined: Tue Jan 19, 2010 12:01 pm
Location: Spain

WhyGee wrote:Hey,
Previously when tweaking things like Post Processing bloom or glare, it didn't update the entire render, just the post process effect. This is also true for exposure. In the last couple of builds, this triggers a render restart. Anyone else experiencing this?

Thanks
Yaniv
Hmm, nope, sorry. Here it seems to work fine, without restarting the rendering. Do you have this problem with any scene?

Thanks,
-Juanjo
WhyGee
Licensed Customer
Posts: 189
Joined: Sun Jun 22, 2014 9:10 am

Seems to be an old rendertarget nodes. deleting and creating new works fine.
Thanks!
Yaniv
caseyhupke
Licensed Customer
Posts: 42
Joined: Tue Jan 15, 2019 8:08 pm

I know its probably a ways off, or maybe not? But I was wondering when the LiveDB may move to /mat context along with the render target?
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juanjgon
Octane Plugin Developer
Posts: 8867
Joined: Tue Jan 19, 2010 12:01 pm
Location: Spain

Yes, I'll move both features to the /mat context at some point in the near future. In any case, you can even build your own render target setup in the /mat context right now without problems.

Thanks,
-Juanjo
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Jolbertoquini
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Location: London
Contact:

Hi Juanjo,

Can we update the engine there is a lot bug fixes and Maya and C4d released the version already so we can update accordingly.

Regards,
JO
Octane Render for Maya.
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User avatar
juanjgon
Octane Plugin Developer
Posts: 8867
Joined: Tue Jan 19, 2010 12:01 pm
Location: Spain

Jolbertoquini wrote:Hi Juanjo,

Can we update the engine there is a lot bug fixes and Maya and C4d released the version already so we can update accordingly.

Regards,
JO
Sure, the new build will be available today or tomorrow, including also a new plugin build for H18.0.532

Thanks,
-Juanjo
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