OctaneRender 2022.1 for Houdini production build 2022.1.1.0

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juanjgon
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Hi,

This is a production release of the OctaneRender™ 2022.1 for Houdini™ plugin compiled with the Octane 2022.1.1 core. This 2022.1.1.0 release is available for the latest Houdini production builds on Windows x64, Linux gcc8.5.0, and macOS.

Houdini production builds supported by this release: 18.5.759, 19.0.720, 19.5.493, 19.5.534, and 19.5.569

New features
To learn more about the new features and improvements of OctaneRender 2022.1, please check out the 2022.1 release post


Release 2022.1.1.0 Studio+ license
https://render.otoy.com/customerdownloa ... dio%2B.zip
https://render.otoy.com/customerdownloa ... dio%2B.zip

Release 2022.1.1.0 macOS Prime license
https://render.otoy.com/customerdownloa ... _prime.zip

Release 2022.1.1.0 Demo version
https://render.otoy.com/plugindownloads ... 4_demo.zip
https://render.otoy.com/plugindownloads ... x_demo.zip

Standalone 2022.1.1 version for the network rendering nodes
viewtopic.php?f=24&t=81415


Release Notes
=============================================
RELEASE 2022.1.1.0
=============================================
* PLUGIN FEATURES AND FIXES:

- Added H19.5.493, H19.5.534, and 19.5.569 plugin builds.
- Fixed several problems and leaks while cleaning the scene.
- Fixed several issues in the .orbx scene export functions.

* OCTANE 2022.1.1 NEW FEATURES:
Rendering improvements

- Added perspective correction to universal camera.
- Improved performance on macOS across most hardware.
- Added input "Static noise" to the info channel kernel node.
- Photon mapping now takes GI clamp setting into account.
- Light linking can be used with the shadow catcher material.
- In irradiance mode we no longer try to generate transparent areas where objects intersect the ground.
- Changed the Circle spiral texture so that it does not output negative color values and rename its color inputs.

Rendering fixes
- Fixed shadow catcher not being transparent if all types of light sampling are disabled.
- Fixed precision loss causing artefacts when calculating face weights for vertex normals/tangents.
- Photon mapping with light from environment maps now works correctly on materials with 0 roughness.
- Fixed incorrect VDB volume appearing as input of a Vectron. This happened with volumes that show up multiple times in the scene, behind different material map nodes.
- Fixed some problems with calculated vertex normals and tangents for certain meshes.
- Fixed noise introduced in shadow passes in 2021.1. This restores the appearance of shadow passes to that in 2020.2. Affects scenes using an environment with importance sampling, in combination with the shadow pass or render layer shadows.
- Fixed invalid tangents in cases like sphere poles.
- Fixed emission that is too dark when seen through a transmissive material with fake shadows enabled in combination with importance sampling and roughness greater than 0.
- Fixed subtle artefacts in shadow ray calculations.
- Fixed an issue where sub-diving a part of geometry through vertex displacement settings was producing incorrect output.
- Fixed large volume rendering.
- Fixed portal materials not working when connected to a mix material node.
- Fixed nested dielectrics not working as expected for universal materials that are treated as medium-only materials.
- Fixed some materials rendering incorrectly when nested dielectrics was enabled.
- Fixed UV projected textures on displacement triangles.
- Fixed bug causing render regression when nested dielectrics were enabled in the kernel settings.
- Fixed incorrect interactive render region borders for various info channel kernel modes.
- Fixed large volumes rendering incorrectly on MacOS.
- Fixed sluggish/delayed tone-mapping if AI light is enabled.
- Fix noise rendered on light sources with an opacity of exactly 0.
- Fixed upsampler rendering white screens and sometimes causing render failures.
- Fixed reordering layers of a composite output AOV having no effect.
- Fixed having multiple Vectron primitives of the same type but with different materials and settings in a scene.
- Fixed the wrong normal map being used when a universal material's bump and sheen bump inputs are connected to the same texture node and the coating layer is active.
- Fixed nested dielectric behaviour around Null materials.
- Fixed material emission not working correctly with stacked material layers.

Stability
- Fixed render failure when instances switch between valid and invalid transformation, the total number of instances doesn't change and you quickly scrub the timeline.
- Fixed crash when connecting a Vectron Union node to a material map.
- Fixed a render failure on MacOS when rendering volumes.
- Fixed a render failure when using a toon material as the base material of a layered material.
- Fixed render failure if using motion vector pass with Vectron primitives.



Happy rendering,
Your OTOY Team
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galleon27
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Thanks for the release.

Perspective correction in universal camera doesn't do anything.
Perspective correction enabled
Perspective correction enabled
Perspective correction disabled
Perspective correction disabled
Win 10 64bit // GTX 4090 + GTX 3090 // 5900x // 64GB // SideFX Houdini // C4D
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juanjgon
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galleon27 wrote: Perspective correction in universal camera doesn't do anything.
Hmm, how this option works in Standalone? From the tooltip, it works if the camera up vector is vertical.

-Juanjo
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galleon27
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juanjgon wrote:
galleon27 wrote: Perspective correction in universal camera doesn't do anything.
Hmm, how this option works in Standalone? From the tooltip, it works if the camera up vector is vertical.

-Juanjo
Here's how it works in standalone.
Perspective correction enabled
Perspective correction enabled
Perspective correction disabled
Perspective correction disabled
Attachments
perspective_correction.zip
ocs & hip files
(94.18 KiB) Downloaded 103 times
Win 10 64bit // GTX 4090 + GTX 3090 // 5900x // 64GB // SideFX Houdini // C4D
coresign
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Houdini crash when sequence render, work fine in previous version.
Attachments
crash.txt
(3.37 KiB) Downloaded 107 times
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juanjgon
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coresign wrote:Houdini crash when sequence render, work fine in previous version.
You are working in full-scene reload mode, right? As a workaround, you could try to render the scene in update mode, if possible.

Can you please share the scene to reproduce this problem? All my unit tests work fine here.

Thanks,
-Juanjo
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mirocreative
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+1 for crash when rendering out as a sequence - Win11 + H19.5.569.

No error, no console messages, Houdini just quits. Scene and render works fine with 2022.1.0.6.
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juanjgon
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mirocreative wrote:+1 for crash when rendering out as a sequence - Win11 + H19.5.569.

No error, no console messages, Houdini just quits. Scene and render works fine with 2022.1.0.6.
Can you share the scene to reproduce the problem here? It is clear that the latest fixes to avoid memory leaks while cleaning the scene are not working fine, even though here I can't reproduce the problem :(

-Juanjo
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mirocreative
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juanjgon wrote:
mirocreative wrote:+1 for crash when rendering out as a sequence - Win11 + H19.5.569.

No error, no console messages, Houdini just quits. Scene and render works fine with 2022.1.0.6.
Can you share the scene to reproduce the problem here? It is clear that the latest fixes to avoid memory leaks while cleaning the scene are not working fine, even though here I can't reproduce the problem :(

-Juanjo
Sure Juanjo, just give me a few hours to finish up a project. I'll dig in to check what the issue might be.

Chris.
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mirocreative
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So it's pretty weird, I didn't manage to narrow down to a specific issue. The first time I opened up Houdini and submitted a sequence render, got a crash after 4 frames. Opened up again, same scene, same settings and manually stopped the render at 60 frames - all went fine, no crash.

Not sure what might cause the issue, will investigate with a few other scenes, will keep you posted Juanjo.
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