Hi,
This is a beta release of the OctaneRender™ 2021.1 for Houdini™ plugin compiled with the Octane 2021.1 RC2 core. This 2021.1.0.2 release is available for the latest Houdini production builds on Windows x64 and Linux gcc6.3.1.
Houdini production builds supported by this release: 17.5.460, 18.0.597, 18.5.596, 18.5.633 and 18.5.672
As with all beta builds, we advise to not to use this release for production purposes. We are trying to, but we can't guarantee that scenes saved with this version will be compatible in future releases.
Please make sure to use a NVIDIA Studio driver with version at least 456.38 on Windows or 455.23 on Linux.
New features
To learn more about the new features and improvements of OctaneRender 2021.1, please check out the 2021.1 XB1 release post and the 2021.1 XB2 release post
Release 2021.1.0.2 Enterprise subscription license
https://render.otoy.com/customerdownloa ... rprise.zip
https://render.otoy.com/customerdownloa ... rprise.zip
Release 2021.1.0.2 Studio subscription license
https://render.otoy.com/customerdownloa ... studio.zip
https://render.otoy.com/customerdownloa ... studio.zip
Standalone 2021.1 RC2 version for the network rendering nodes
viewtopic.php?f=33&t=78306
Release Notes
=============================================
RELEASE 2021.1.0.2
=============================================
* OCTANE 2021.1 RC2 FEATURES AND FIXES:
- Added support for capturing input textures of emitters via the capture to custom AOV texture.
- Added support for capturing input textures of surface media via the capture to custom AOV texture.
- Improved tooltips of the composite material node to make it clear that the material mask of the bottom-most layer (material 1) will be ignored.
- Fixed AI light render failure caused by hair primitive type with emission.
- Fixed GPU failure if AI light is enabled and emitters are not sampled (e.g. have a sampling rate of 0 or have visible on diffuse disabled).
- Fixed noisy denoiser output when only a render layer is rendered and the alpha channel is enabled.
- Fixed lino's reported anime render issue when nested dielectric is enabled in combination with RTX.
- Fixed incorrect medium initialization if RTX enabled and nested dielectrics is enabled.
- Fixed nested dielectric rendering dark outline on diffuse transmission material inside a specular material.
- Fixed potential incorrect initialization of the medium states if the camera is located inside objects with a medium
- Fixed camera path initialization for info kernels.
- Fixed broken rotation for 2D transformation inputs (like the UV transform of image texture nodes).
- Fixed an issue causing a freeze when disabling RTX while tone-mapping was happening.
- Fixed render artifacts in scenes containing plane primitives with RTX on.
- Fixed a render failure on render nodes if a scene contains emitters and RTX is disabled in the devices or the render node GPUs don't support RTX.
- Fixed incorrect shadows of vertex displacement when RTX is enabled.
- Fixed issue causing wrong results in the position AOV in some scenes when RTX was on.
- Changed interpolation of vertex attributes so if the vertices have the same value it returns that exact value.
- Fixed issue where universal material metallic is wrong when albedo and specular connect to black multiply.
- Fixed missing OSL texture evaluations when there are connection changes of filename pins.
- Fixed older scenes with no nested dielectrics support have materials now loaded with a priority of 0 instead of 100, to still allow lowering or raising priority.
- Fixed opacity texture being captured twice via the capture to custom AOV texture, when connected to an universal material that coating or sheen enabled.
- Fixed incorrect OCIO input LUTs sometimes being used for preview render.
- Fixed that the alpha channel is sometimes missing in saved images.
- Fixed application crash loading glTF files containing empty colour or material values.
- Fixed universal camera diopter rotation to be interpreted as degrees, not 0-1 (see viewtopic.php?f=24&t=77888&p=402830#p402830).
- Fixed rare render failure if a render device tries to tonemap a render result with a new film resolution but hasn't updated its render data yet. This probably only happened in multi-GPU setups.
- Fixed duplicate vertices of the Polygon and Disk types of the Geometric primitive node, causing issues when they were used as surface input of the Scatter on surface node if the used mode is One instance per vertex.
- Fixed octane_node --info gpus which either didn't work or crashed due to access to not yet initialized sub-systems. This caused the net render daemon installer to not work correctly.
Happy rendering,
Your OTOY Team
OctaneRender 2021.1 for Houdini Beta build 2021.1.0.2 RC2
Moderator: juanjgon
- blobbybarack
- Posts: 250
- Joined: Sun Feb 03, 2013 9:11 pm
- Location: Paris
- Contact:
Thanks you juanjgon.I m so exited about this...this gonna be a huge time saver for everybody when available.Not yet, still working on it as fast as I can.
- HandcraftedMedia
- Posts: 72
- Joined: Thu Jan 10, 2019 12:15 am
Not sure whether to post this here or bug reports, but having more than 3 or 4 lights using the lightmask feature, seems to break it, bringing some (not all) light back from the masked lights.
Can you please share an example scene, as simple as possible, with this issue? This can be a core issue.HandcraftedMedia wrote:Not sure whether to post this here or bug reports, but having more than 3 or 4 lights using the lightmask feature, seems to break it, bringing some (not all) light back from the masked lights.
Thanks,
-Juanjo
- HandcraftedMedia
- Posts: 72
- Joined: Thu Jan 10, 2019 12:15 am
Alright here a file showing the issue:
https://drive.google.com/file/d/1hLu6l0 ... sp=sharing
Turns out it's seems to actually be an issue with transparent lights on different light passes. So if a light on LightPass 2 shines "through" Lightpass 3 the Lightpass 3 light will now in a way affect Lightpass 2 object. Sounds confusing but the file should show the issue.
https://drive.google.com/file/d/1hLu6l0 ... sp=sharing
Turns out it's seems to actually be an issue with transparent lights on different light passes. So if a light on LightPass 2 shines "through" Lightpass 3 the Lightpass 3 light will now in a way affect Lightpass 2 object. Sounds confusing but the file should show the issue.
- HandcraftedMedia
- Posts: 72
- Joined: Thu Jan 10, 2019 12:15 am
Any thoughts on this or fixes in the pipeline? 
