OctaneRender for HoudiniSolaris 2024.1.2.1 [OBSOLETE]

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

Terryvfx wrote:Hello! been working with Octane for Solaris a lot recently, so, I guess I'll be reporting issues here.

For now I can't seem to be able to load more than one UV map per model even if the attribute comes in it always pick the first one.

First one comes as "st" then the next one as "uv2" which is expected but maybe Octane is getting confused here?
Hi Terry,

Thank you for the post.

Is the model unwrapped in Houdini or loading an Obj? We ran a test and it seems to work fine.
Please share a sample file for us to debug.

cheers
Kind Regards

bk3d
adrianr
Licensed Customer
Posts: 50
Joined: Sat Jan 25, 2020 3:31 pm

BK wrote: Would you please let us know what "Do Nothing" is supposed to do? We assume a default value!! https://www.sidefx.com/docs/houdini/nod ... rties.html
We have a request ticket changing the Octane Render Geometry node to Do Nothing so only the ones they wanted to edit would override whatever was there before!
At the risk of sounding like an arse, it's supposed to do nothing :mrgreen:

In solaris, make a sphere. Drop down a render geometry settings lop and set the subdivision level to 2. Then immediately drop down another render geometry settings lop in its default state straight after. You will notice it's now set the subdivision level to 0, because that is the default on the node, even though it is set to 'Do Nothing'. Dropping down this second render geometry settings should be a NoOp. The subdivision should remain at the level you've previously set until explicitly set otherwise.

I'm guessing that you need the big stack of default primvars on geometry to pass to the plugin, which is why that node does what it does (and why originally every parameter was set to 'Set or Create', but it's a poor way of handling it, because you can end up inadvertently setting values to defaults that you don't mean to. It also means if you ever want to use a render geometry settings lop anywhere else after one that already exists, you need to manually match all the parameters before making your changes, which really isn't how it should work.
BK
OctaneRender Team
Posts: 1436
Joined: Mon Oct 31, 2016 7:54 pm

adrianr wrote:
BK wrote: Would you please let us know what "Do Nothing" is supposed to do? We assume a default value!! https://www.sidefx.com/docs/houdini/nod ... rties.html
We have a request ticket changing the Octane Render Geometry node to Do Nothing so only the ones they wanted to edit would override whatever was there before!
At the risk of sounding like an arse, it's supposed to do nothing :mrgreen:

In solaris, make a sphere. Drop down a render geometry settings lop and set the subdivision level to 2. Then immediately drop down another render geometry settings lop in its default state straight after. You will notice it's now set the subdivision level to 0, because that is the default on the node, even though it is set to 'Do Nothing'. Dropping down this second render geometry settings should be a NoOp. The subdivision should remain at the level you've previously set until explicitly set otherwise.

I'm guessing that you need the big stack of default primvars on geometry to pass to the plugin, which is why that node does what it does (and why originally every parameter was set to 'Set or Create', but it's a poor way of handling it, because you can end up inadvertently setting values to defaults that you don't mean to. It also means if you ever want to use a render geometry settings lop anywhere else after one that already exists, you need to manually match all the parameters before making your changes, which really isn't how it should work.

Hi Adrian,

Thank you for your help. Yeah we can replicate this.
We are investigating if we can make it work as your suggestion.


cheers
Kind Regards

bk3d
joanna_xform
Licensed Customer
Posts: 1
Joined: Thu Jan 26, 2023 6:55 pm

BK wrote: Hi Adrian,

Thank you for your help. Yeah we can replicate this.
We are investigating if we can make it work as your suggestion.


cheers
I've already reported this 9 months ago and the reply I received at the time didn't suggest there was any confusion about what needed fixing. It's a bit baffling that it's still broken and had to be explained again.
BK wrote: Hi Terry,

Thank you for the post.

Is the model unwrapped in Houdini or loading an Obj? We ran a test and it seems to work fine.
Please share a sample file for us to debug.

cheers
Out of curiosity, has any work been done to improve handling of this since Octane_2023.1.3.0? I'm unable to use the most recent release as it can't render meshes with changing point counts (seriously...?) so I fell back on an older version I was familiar with, and trying to use multiple uv sets ended up causing a ton of issues - things like a substantial number of frames randomly rendering with the wrong uv set, the 3rd uv set not being recognised by Octane - and thus not being used in the shader - but nevertheless still showing up on the borked frames and increasing their frequency...
I assumed it would be fixed in more recent versions.
BK
OctaneRender Team
Posts: 1436
Joined: Mon Oct 31, 2016 7:54 pm

Hi joanna_xform,

Thanks for your patience.

Yeah it as fixed a while ago and broken in the recent builds.

We have an internal ticket to investigate this issue!


cheers
Kind Regards

bk3d
adrianr
Licensed Customer
Posts: 50
Joined: Sat Jan 25, 2020 3:31 pm

Is there an ETA for a new build with any of these fixes? Particularly the changing point count/flip mesh rendering errors, and the Octane Improvement Project prompt? The latter seems to have the potential to trigger with every new instance of Houdini which on the farm means for every single batch of frames you risk it popping up and just stalling the node. It's making rendering sequences unusable.
liamclisham
Licensed Customer
Posts: 18
Joined: Mon Feb 01, 2016 3:40 pm

Tagged ya a couple times on the Discord since you've been back BK making sure you saw things.
BK
OctaneRender Team
Posts: 1436
Joined: Mon Oct 31, 2016 7:54 pm

Hi Liam,

Thank you so much and sorry I missed the Discord tag..

We already have a build and will try to release it asap!!


cheers
Kind Regards

bk3d
Post Reply

Return to “Releases”