OctaneRender 2024.1.0.1|OctaneSolaris - R1 [OBSOLETE]

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BK
OctaneRender Team
Posts: 1445
Joined: Mon Oct 31, 2016 7:54 pm

OTOY® is proud to announce the availability of the new DCC plugin 2024.1.0.1 R1 release.

The world's fastest unbiased GPU rendering engine on CUDA and Metal now integrates completely with Houdini 19.5, Houdini 20.0 &Houdini 20.5 Solaris.
OctaneSolaris builds supported by this release: 19.5.805, 20.0.751, 20.5.332, 20.5.370.

What is OctaneRender for Solaris?
The OctaneRender for Solaris 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
            }
        },
        {
            "OCTVERSION": "PATH_TO_OCTANE_SOLARIS_Win64 FOLDER"
        },
        {
            "HOUDINI_PATH": {
                "value": "$OCTVERSION"
            },
            "PATH": {
                "value": "$OCTVERSION\\bin"
            },
            "PXR_PLUGINPATH_NAME": {
                "value": "$OCTVERSION\\dso\\usd_plugins"
            }
        }
    ]
}
- Then Save as OctaneSolaris.json
- Please make sure to disable the .env paths

- Please run **MakePackage_Solaris.bat** for automatic Package installer for Windows OS.

New features
To learn more about the new features and improvements of OctaneRender 2024.1 and the Render Node app, please check out the 2024.1 release post


- Change log since last release
  • - Unified build with OctaneRender for Houdini 2024.1.0.1(viewtopic.php?f=102&t=84087)
  • - Rebuilt Octane node (Octane_raster automatically enabled when Octane product type is enabled from the Output tab)
  • - Octane Beauty AOV now defaults in the Viewing output color dropdown list


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


Important notes:

[*] The minimum NVIDIA driver version required is 522.
[*] The GPU version of Open Image Denoise is supported on CUDA compute model 7 (Volta) and later. The CPU version is used on machines with older models, and on macOS.
[*] The minimum version of macOS required is 14.5.[/b]

Linux Note
On Linux only default Houdini builds are supported.
This means that for Houdini 20.0 and 20.5, gcc11.2 builds are supported, and for Houdini 19.5, gcc9.3 build is supported.



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Subscription Studio+ Downloads
=================================

OctaneSolaris [Windows]

OctaneSolaris [macOS]

OctaneSolaris [Linux]


=================================
Demo Downloads
=================================

OctaneSolaris [Windows]
OctaneSolaris [Linux]




Happy GPU Rendering !!



Your team
OTOY
Kind Regards

bk3d
HandcraftedMedia
Licensed Customer
Posts: 70
Joined: Thu Jan 10, 2019 12:15 am

Returning to test out the state of octane solaris, and it's nice to see that it's working well so far.
Playing with the lights though, there are some missing features.
1. When using a texture on a quad light, there seems to be no way to do normal "UV" mapping on the light (think softbox). When swapping between the mapping options they all seem to do some kind of projection (spherical or perspective).
2. The color space settings are missing. For emissions it's pretty important to be able to set if the input image is in srgb, linear, or srgb texture format, aces etc...
3. Would also be nice if you could access the material network for the light to have no limitations to what's implemented in the UI.
madssigurd
Licensed Customer
Posts: 7
Joined: Sun Oct 24, 2021 4:59 pm

Setting a camera to orthographic projection seems to turn materials pure black if using the bump input.
Attachments
Screenshot 2024-10-30 162934.png
Screenshot 2024-10-30 162758.png
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galleon27
Licensed Customer
Posts: 292
Joined: Wed Jul 15, 2015 11:55 am
Location: Serbia
Contact:

Shader Merge doesn't work: Unknown Octane material input node
Win 10 64bit // GTX 4090 + GTX 3090 // 5900x // 64GB // SideFX Houdini // C4D
User avatar
galleon27
Licensed Customer
Posts: 292
Joined: Wed Jul 15, 2015 11:55 am
Location: Serbia
Contact:

COPNET textures don't work (op:/path/to/copnet/node). Works just fine in main plugin.
Win 10 64bit // GTX 4090 + GTX 3090 // 5900x // 64GB // SideFX Houdini // C4D
BK
OctaneRender Team
Posts: 1445
Joined: Mon Oct 31, 2016 7:54 pm

HandcraftedMedia wrote:Returning to test out the state of octane solaris, and it's nice to see that it's working well so far.
Playing with the lights though, there are some missing features.
1. When using a texture on a quad light, there seems to be no way to do normal "UV" mapping on the light (think softbox). When swapping between the mapping options they all seem to do some kind of projection (spherical or perspective).
2. The color space settings are missing. For emissions it's pretty important to be able to set if the input image is in srgb, linear, or srgb texture format, aces etc...
3. Would also be nice if you could access the material network for the light to have no limitations to what's implemented in the UI.
Hi HandcraftedMedia,
Thank you so much for taking out time to test the new build.
We have created internal tickets to add these features.
However, the number 3, we can still create the lights manually if we want to use the Octane emission features.

cheers
Kind Regards

bk3d
BK
OctaneRender Team
Posts: 1445
Joined: Mon Oct 31, 2016 7:54 pm

madssigurd wrote:Setting a camera to orthographic projection seems to turn materials pure black if using the bump input.
Hi madssigurd, Thanks for the post.. we ran a test and it seems to work fine.. Could you please share the above file for us to test?

Cheers
Kind Regards

bk3d
BK
OctaneRender Team
Posts: 1445
Joined: Mon Oct 31, 2016 7:54 pm

galleon27 wrote:Shader Merge doesn't work: Unknown Octane material input node
Hi galleon27,

Thank you so much for the post.

We have created an internal ticket to confirm if we can add the Shader merge node in OctaneSolaris.

cheers
Kind Regards

bk3d
BK
OctaneRender Team
Posts: 1445
Joined: Mon Oct 31, 2016 7:54 pm

galleon27 wrote:COPNET textures don't work (op:/path/to/copnet/node). Works just fine in main plugin.
COPNET is a bit new to me. Would you please share a sample?
Seems quite similar workflow like the Octane Output AOV group!

cheers
Kind Regards

bk3d
User avatar
galleon27
Licensed Customer
Posts: 292
Joined: Wed Jul 15, 2015 11:55 am
Location: Serbia
Contact:

BK wrote:
galleon27 wrote:COPNET textures don't work (op:/path/to/copnet/node). Works just fine in main plugin.
COPNET is a bit new to me. Would you please share a sample?
Seems quite similar workflow like the Octane Output AOV group!

cheers
There is info in this post. There's a sample file there.
Support was added in 2023.1.3.3

Basically copnet works kinda like Substance Designer. You can create textures, export them, or you can use that texture without exporting with an expression (op:/path/to/copnet/node)
Win 10 64bit // GTX 4090 + GTX 3090 // 5900x // 64GB // SideFX Houdini // C4D
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