OctaneRender 2022.1.1.1Solaris 19.5.605 RC1-0623[OBSOLETE]

Sub forum for plugin releases
BK
OctaneRender Team
Posts: 1436
Joined: Mon Oct 31, 2016 7:54 pm

OTOY® is proud to announce the availability of the new DCC plugin OctaneRender for Solaris V2022.1.1 - for Houdini 19.5.605.

The world's fastest unbiased GPU rendering engine on CUDA and Metal now integrates completely with Houdini 19.5 Solaris.

What is OctaneRender for Solaris?
The OctaneRender for Solari's plugin is based on Pixar’s USD (Universal Scene Description) and Pixar’s Hydra API to empower artist workflows across look development, scene layout, lighting, and final rendering.

Image

Image

Pixar's USD pipeline
https://renderman.pixar.com/stories/pixars-usd-pipeline



-Installation steps-

Insert the OctaneRender® plugin folder path to the houdini.env file. Houdini®creates this file after launching it for the first time.
On Linux and macOS® systems, append a single line to enable OctaneRender®:

HOUDINI_PATH = "/path/to/octane;&"

On Windows® systems, you need to set the PATH to point to the plugin bin folder as well:

PATH = "C:/path/to/octane/bin;$PATH"


Setting this environment variable outputs any error related to loading the OctaneRender® plugin on the command line for diagnosing installation problems:
HOUDINI_DSO_ERROR = 2

-Houdnin Packages/json installation steps-

- Please create a folder inside Documents\houdini19.5 and name it as Packages
- Open notepad or any text editor and use these lines

Code: Select all

{
    "enable" : true,
    "env": 
    [
        {
        "OCTANE_AUTOSPAREPARAMS" : 
        {
            "value": 1,
        },
            //location to your octane folder (example below)
            "OCTVERSION": "PATH\TO\OCTANESOLARIS\Win64FOLDER",
        },       
     
        {
            "HOUDINI_PATH" : 
            {
                "value": "$OCTVERSION",
            },

            "PATH" : 
            {
                "value": "$OCTVERSION/bin",
            },
            "PXR_PLUGINPATH_NAME" :
            {
                //if you have the solaris version installed 
                "value": "$PATH\TO\OCTANESOLARIS\dso\usd_plugins",
            }, 
        }
    ]
}
- Then Save as OctaneSolaris.json
- Please make sure to disable the .env paths

New features
To learn more about the new features and improvements of OctaneRender 2022.1.1 and the Render Node app, please check out the 2022.1.1 release post


- Change log since last release[Test]-
  • - Fixed ObjectID and Material ID changing when scrubbing timeline


Note: click the link below to refer to Important SOP to USD attribute conversion
https://www.sidefx.com/docs/houdini18.5 ... mport.html

-Known Issues-
- Solaris rendering extra beauty AOV with Octane node and currently investigating
- Light Linker is yet to be supported as we are investigating if we could assign the Octane light IDs internally.
However, the usual Octane light linking works as expected.
- Deep AOV is yet to support!


Important: if using macOS, we strongly recommend that you update to version 13.3. Prior to 13.3, there is an OS-related issue that causes a render failure consistently if you render for long periods of time.

===================================
Studio+ Subscription Downloads
===================================
2022.1.1.1 - Houdini 19.5.605

===================================
macOS build Downloads for ARM64
===================================
2022.1.1.1 - Houdini 19.5.605

===================================
Demo build Download
===================================
2022.1.1.1 - Houdini 19.5.605



Happy GPU Rendering !!



Your team
OTOY
Kind Regards

bk3d
snakeboxmedia
Licensed Customer
Posts: 140
Joined: Wed Jul 11, 2018 1:09 pm

really confused by these naming schemes, this is the same version as the previous build? but with an added date? or is it the same but for 19.5.605? and if so, why does the 19.5.640 say deprecated? or is this for both? and if not, where is the 640 build?

I mean how we are meant to keep track of what is happening and what is latest, when not only the there is two developments running NOT in sync for Houdini, but on top of that the individual naming schemes are all over the place?!

Also, why is the main download section on the website never updated with these builds? I'm sort of used to it by now, but it's no wonder than no one understands what to download when they try to use octane for the first time.

So messy...
BK
OctaneRender Team
Posts: 1436
Joined: Mon Oct 31, 2016 7:54 pm

snakeboxmedia wrote:really confused by these naming schemes, this is the same version as the previous build? but with an added date? or is it the same but for 19.5.605? and if so, why does the 19.5.640 say deprecated? or is this for both? and if not, where is the 640 build?

I mean how we are meant to keep track of what is happening and what is latest, when not only the there is two developments running NOT in sync for Houdini, but on top of that the individual naming schemes are all over the place?!

Also, why is the main download section on the website never updated with these builds? I'm sort of used to it by now, but it's no wonder than no one understands what to download when they try to use octane for the first time.

So messy...
Hi Snakeboxmedia,

Thanks for the heads-up. We have just uploaded the build to our Download page.

The current build 19.5.605 is compatible with Houdini 19.5.640 as we have mentioned here in our main plugin release post (viewtopic.php?f=102&t=81752)
For now, we are using date to version the OctaneSolaris. We have plans to name proper versioning once we start to release the multiple Houdini version.

cheers
Kind Regards

bk3d
User avatar
cyrillweiss
Licensed Customer
Posts: 91
Joined: Wed Jun 02, 2010 2:52 pm

Hi

Rendering other resolutions than the default 2048px * 1080px in the Octane node (lops) seems not to work, when rendering to disk. Also changing the "Resolution Mode" doesn't have an effect. Following error appears, when I try to change it:
...
hou.PermissionError: Failed to modify node or parameter because of a permission error.
...

Recreating the underlying nodes from the Octane node with AOV, rendersettings and usdrender_rop didn't solve the issue with the resolution, but when setting the "Render Command" in the usdrender_rop to "husk --res 1200 1200" (for a resolution of 1200 x 1200) it works as a workaround with "Render to Disk". When using a ropfetch in a TOP network, the resolution still stays at the default resolution.

Let me know, if you need more information to investigate this issue.

cheers
HW01:WIN10x64/X79/i7-3930K/64gb/GPU:1xTitan X, GTX 1080ti, SW:Maya2018/2019, Cinema 4D R20

HW02:WIN10x64/Z370/i7-8700K/64gb/GPU:1xTitan X, GTX 1080ti SW:Maya2018/2019, Cinema 4D R20

etc. ...
BK
OctaneRender Team
Posts: 1436
Joined: Mon Oct 31, 2016 7:54 pm

cyrillweiss wrote:Hi

Rendering other resolutions than the default 2048px * 1080px in the Octane node (lops) seems not to work, when rendering to disk. Also changing the "Resolution Mode" doesn't have an effect. Following error appears, when I try to change it:
...
hou.PermissionError: Failed to modify node or parameter because of a permission error.
...

Recreating the underlying nodes from the Octane node with AOV, rendersettings and usdrender_rop didn't solve the issue with the resolution, but when setting the "Render Command" in the usdrender_rop to "husk --res 1200 1200" (for a resolution of 1200 x 1200) it works as a workaround with "Render to Disk". When using a ropfetch in a TOP network, the resolution still stays at the default resolution.

Let me know, if you need more information to investigate this issue.

cheers
Hey Cyrill,

Thanks so much for reporting this.
We are able to replicate this on our end and it has been reported to our developer.

For now, the workaround is to set the *Override resolution param as Specific Resolution* on the USDRender ROP node and pick the desired render res.
We hope to get this fixed asap!


cheers
Kind Regards

bk3d
User avatar
cyrillweiss
Licensed Customer
Posts: 91
Joined: Wed Jun 02, 2010 2:52 pm

Hi BK

I would like to try the network rendering, but I wasn't able to find the option to activate it. In the out/Octane ROP node there is a button "Network Options", but in the LOP context the only thing coming close to this, is a checkbox in rendersettings/Octane/Octane Settings/Tools/Show Octane Network Rendering. Activating this checkbox hasn't got any visible effect and doesn't change Network rendering de-/activation. Still seeing in the console "[Octane] Octane network rendering enabled. Initialization time: 0.000 seconds".

Is there something I am missing?

Cheers
HW01:WIN10x64/X79/i7-3930K/64gb/GPU:1xTitan X, GTX 1080ti, SW:Maya2018/2019, Cinema 4D R20

HW02:WIN10x64/Z370/i7-8700K/64gb/GPU:1xTitan X, GTX 1080ti SW:Maya2018/2019, Cinema 4D R20

etc. ...
BK
OctaneRender Team
Posts: 1436
Joined: Mon Oct 31, 2016 7:54 pm

cyrillweiss wrote:Hi BK

I would like to try the network rendering, but I wasn't able to find the option to activate it. In the out/Octane ROP node there is a button "Network Options", but in the LOP context the only thing coming close to this, is a checkbox in rendersettings/Octane/Octane Settings/Tools/Show Octane Network Rendering. Activating this checkbox hasn't got any visible effect and doesn't change Network rendering de-/activation. Still seeing in the console "[Octane] Octane network rendering enabled. Initialization time: 0.000 seconds".

Is there something I am missing?

Cheers

Hi Cyrill, :)

Ah, please try /Octane/Octane Settings/Tools/Show Octane Network Rendering then activate the Octane Viewport IPR.
This seems to bring up the Octane Networking dialog.

Please let me know how it goes.

cheers
Kind Regards

bk3d
User avatar
cyrillweiss
Licensed Customer
Posts: 91
Joined: Wed Jun 02, 2010 2:52 pm

Hi BK

Yes, that brings up the network dialog, which is great for the viewport rendering. But it doesn't seem to use the render nodes, when rendering to disk/MPlay or by using TOP with a ROP Fetch on the USD Render ROP. Is there something else I am missing?

Cheers
HW01:WIN10x64/X79/i7-3930K/64gb/GPU:1xTitan X, GTX 1080ti, SW:Maya2018/2019, Cinema 4D R20

HW02:WIN10x64/Z370/i7-8700K/64gb/GPU:1xTitan X, GTX 1080ti SW:Maya2018/2019, Cinema 4D R20

etc. ...
BK
OctaneRender Team
Posts: 1436
Joined: Mon Oct 31, 2016 7:54 pm

cyrillweiss wrote:Hi BK

Yes, that brings up the network dialog, which is great for the viewport rendering. But it doesn't seem to use the render nodes, when rendering to disk/MPlay or by using TOP with a ROP Fetch on the USD Render ROP. Is there something else I am missing?

Cheers
hey Cyrill,

Thanks so much for the confirmation.
Just ran a quick animation Frame render and the Render to disk worked fine.

Would you please make sure that the **Render Node** is still selected when you ran the Viewport render?

Also, please extract the attached **octane_daemon_log_flags.txt** under path *C:\Program Files\OTOY\OctaneRender Studio+ Network Render Node 2022.1.1*
and launch the **_run_installed_daemon.bat** file as Run as administrator.
This will print all the received data and also will create a log file as octane_daemon_log.txt.

Please let us know how it goes.
octane_daemon_log_flags.zip
(265 Bytes) Downloaded 92 times
cheers
Kind Regards

bk3d
User avatar
cyrillweiss
Licensed Customer
Posts: 91
Joined: Wed Jun 02, 2010 2:52 pm

BK wrote: Just ran a quick animation Frame render and the Render to disk worked fine.

Would you please make sure that the **Render Node** is still selected when you ran the Viewport render?
Sorry, if I wasn't clear.
The Viewport render works with the **Render Node**, but the **Render Node** doesn't do any work, when I use "Render to Disk" or "Render to MPlay".

I've attached the **Render Node** Log. While it rendered with the viewport, there is no entry about that event.

Cheers
Attachments
octane_daemon_log.txt
Render node Log
(872 Bytes) Downloaded 92 times
HW01:WIN10x64/X79/i7-3930K/64gb/GPU:1xTitan X, GTX 1080ti, SW:Maya2018/2019, Cinema 4D R20

HW02:WIN10x64/Z370/i7-8700K/64gb/GPU:1xTitan X, GTX 1080ti SW:Maya2018/2019, Cinema 4D R20

etc. ...
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