How?!Be aware that now the plugin can update the scene even while working with objects without a constant topology.
OctaneRender 2020.2 for Houdini Beta build 2020.2.0.2 RC7
Moderator: juanjgon
- Fake Pilot

- Posts: 72
- Joined: Fri Aug 24, 2012 11:54 pm
- Location: Gothenburg, Sweden
- Contact:
Can't remember doing a scene that works without Full scene reload mode?
Machine: Macbook Pro M4 Max, 128GB.
It is automatic if you enable the option to update the mesh deformations or the instances.Fake Pilot wrote:Can't remember doing a scene that works without Full scene reload mode?![]()
How?!Be aware that now the plugin can update the scene even while working with objects without a constant topology.
Thanks,
-Juanjo
- Fake Pilot

- Posts: 72
- Joined: Fri Aug 24, 2012 11:54 pm
- Location: Gothenburg, Sweden
- Contact:
Got it working now! Thanks, not sure how I missed that!
Can I ask, are there any plans to make the plugin work for Mac, now that there is a standalone working for the M1 Metal Big Sur?
Not really that of a big deal now, I do most of my work on my PC. But, I tested it on a Mac Mini M1 and it works. In the future, it would be nice to have it working for the M1X Macbook Pro, for travelling etc. Previewing purposes, then sending scenes to RNDR.
Can I ask, are there any plans to make the plugin work for Mac, now that there is a standalone working for the M1 Metal Big Sur?
Not really that of a big deal now, I do most of my work on my PC. But, I tested it on a Mac Mini M1 and it works. In the future, it would be nice to have it working for the M1X Macbook Pro, for travelling etc. Previewing purposes, then sending scenes to RNDR.
Machine: Macbook Pro M4 Max, 128GB.
We already have a Houdini plugin available for Mac in both CUDA and Metal versions. The main problem is that the Mac version doesn't support the OpenGL IPR window, it only supports the MPlay IPR that has some limitations, but the upcoming Qt5 based IPR should work fine in any platform.
Thanks,
-Juanjo
Thanks,
-Juanjo
- Fake Pilot

- Posts: 72
- Joined: Fri Aug 24, 2012 11:54 pm
- Location: Gothenburg, Sweden
- Contact:
Aah! I tried it now, but same as with the C4D version, it just crashes the 3D Software before it starts up.
Upgraded to Big Sur 11.2 today, tried again. Still crashes.
Upgraded to Big Sur 11.2 today, tried again. Still crashes.
Machine: Macbook Pro M4 Max, 128GB.
Are you using the Octane X PR7 (Big Sur) plugin builds that you can download from your licenses web page?Fake Pilot wrote:Aah! I tried it now, but same as with the C4D version, it just crashes the 3D Software before it starts up.
Upgraded to Big Sur 11.2 today, tried again. Still crashes.
Thanks,
-Juanjo
- Fake Pilot

- Posts: 72
- Joined: Fri Aug 24, 2012 11:54 pm
- Location: Gothenburg, Sweden
- Contact:
Yes, from the Downloads page. Using the dropdowns to get the latest version.
Machine: Macbook Pro M4 Max, 128GB.
- asamaniego

- Posts: 18
- Joined: Thu Apr 27, 2017 10:46 pm
Love the SOP level geo!
For some reason I can't get the copy's colors to show up. If I remember correctly, I used to be able to do it with an instance osl or the rgb4k_map in the tex folder by putting into albedo...not working anymore for me. Any help? Thanks.
For some reason I can't get the copy's colors to show up. If I remember correctly, I used to be able to do it with an instance osl or the rgb4k_map in the tex folder by putting into albedo...not working anymore for me. Any help? Thanks.
Hello.
Tell me please, it possible to render shader "space normal pass" in specular material?
https://i.imgur.com/iWdnnfZ.png
https://i.imgur.com/4UowXF1.png
For geometry getting distortion from IOR. I'm not even talking about blur from the Roughness parameter
I think there is no such possibility, but I just wanted to clarify
Tell me please, it possible to render shader "space normal pass" in specular material?
https://i.imgur.com/iWdnnfZ.png
https://i.imgur.com/4UowXF1.png
For geometry getting distortion from IOR. I'm not even talking about blur from the Roughness parameter
I think there is no such possibility, but I just wanted to clarify
Have you tried to use a normal map?seriawp wrote:Hello.
Tell me please, it possible to render shader "space normal pass" in specular material?
https://i.imgur.com/iWdnnfZ.png
https://i.imgur.com/4UowXF1.png
For geometry getting distortion from IOR. I'm not even talking about blur from the Roughness parameter
I think there is no such possibility, but I just wanted to clarify
Thanks,
-Juanjo
