OctaneRender for HoudiniSolaris 2026.1.0.1

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Master_39
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Hi,

I’m trying to understand how to correctly enable and visualize motion blur in Octane Solaris.
I can’t see motion blur on either instanced particles or regular geometry.
What is the proper setup to make motion blur work in Solaris?

Thanks in advance.
adrianr
Licensed Customer
Posts: 59
Joined: Sat Jan 25, 2020 3:31 pm

Further on to some of the colour discussions on the previous page, Octane in Solaris is still not correctly managing the colour primaries. Below is the same ACEScg image, correctly tagged, in Nuke, Octane 'standard' (sops/mat/out), Karma in Solaris and Octane in Solaris. All viewed with ACES 1.0 - SDR Video (sRGB Display).

This applies to basically anything colour based too. You can't set a light colour in standard Octane and translate it directly over to Solaris (bottom two images). Same for any colours you set in materials.
Attachments
H21_Octane_Solaris_colour_issues_01.jpg
Windows 11 | 14900k | 2 x 4090 | 96gb DDR5.
adrianr
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Posts: 59
Joined: Sat Jan 25, 2020 3:31 pm

Gradient Maps create the following console error which we've found can trip up renders sent to Deadline.

Code: Select all

Unsupported Octane node pin: typeName:octane_gradient value type: AT_STRING
Unsupported Octane node pin: typeName:octane_gradient_basis value type: AT_STRING
Unsupported Octane node pin: typeName:octane_gradient_keys value type: AT_STRING
Unsupported Octane node pin: typeName:octane_gradient_values value type: AT_STRING
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BK
OctaneRender Team
Posts: 1497
Joined: Mon Oct 31, 2016 7:54 pm

Master_39 wrote: Fri Jan 23, 2026 12:14 pm Hi,

I’d also like to report the following issues in Octane Solaris for Houdini.

- Particles are still rendered as instanced sphere meshes instead of true sphere particles, making renders extremely heavy and unusable with high particle counts.
- Denoiser still does not work. Even after restarting the render (as previously suggested by BK), the denoiser never activates and no denoising effect is visible.

Both issues are still fully reproducible on my side.

Thanks!
Hi Master_39,

Thank you for the report.
Yes, we can replicate the slow particles and reported to our developer to investigate.
The denoiser seems to work on our side. Maybe the Denoiser is not enabled in the Device settings.
Please check the video to see if we are doing the same.
OctaneSolarisDenoiser.mp4
(27.56 MiB) Downloaded 24 times
cheers
Kind Regards

bk3d
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Master_39
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Posts: 21
Joined: Fri Apr 15, 2016 9:20 pm
Contact:

BK wrote: Tue Jan 27, 2026 4:15 am
Master_39 wrote: Fri Jan 23, 2026 12:14 pm Hi,

I’d also like to report the following issues in Octane Solaris for Houdini.

- Particles are still rendered as instanced sphere meshes instead of true sphere particles, making renders extremely heavy and unusable with high particle counts.
- Denoiser still does not work. Even after restarting the render (as previously suggested by BK), the denoiser never activates and no denoising effect is visible.

Both issues are still fully reproducible on my side.

Thanks!
Hi Master_39,

Thank you for the report.
Yes, we can replicate the slow particles and reported to our developer to investigate.
The denoiser seems to work on our side. Maybe the Denoiser is not enabled in the Device settings.
Please check the video to see if we are doing the same.

OctaneSolarisDenoiser.mp4
cheers

Thanks a lot, BK.
The denoiser is now working correctly!
I figured out how to set it up properly, so thank you for that!

Could you also clarify something about motion blur, as I mentioned in my previous post? Thanks <3
BK
OctaneRender Team
Posts: 1497
Joined: Mon Oct 31, 2016 7:54 pm

Master_39 wrote: Tue Jan 27, 2026 4:29 pm
BK wrote: Tue Jan 27, 2026 4:15 am
Master_39 wrote: Fri Jan 23, 2026 12:14 pm Hi,

I’d also like to report the following issues in Octane Solaris for Houdini.

- Particles are still rendered as instanced sphere meshes instead of true sphere particles, making renders extremely heavy and unusable with high particle counts.
- Denoiser still does not work. Even after restarting the render (as previously suggested by BK), the denoiser never activates and no denoising effect is visible.

Both issues are still fully reproducible on my side.

Thanks!
Hi Master_39,

Thank you for the report.
Yes, we can replicate the slow particles and reported to our developer to investigate.
The denoiser seems to work on our side. Maybe the Denoiser is not enabled in the Device settings.
Please check the video to see if we are doing the same.

OctaneSolarisDenoiser.mp4
cheers

Thanks a lot, BK.
The denoiser is now working correctly!
I figured out how to set it up properly, so thank you for that!

Could you also clarify something about motion blur, as I mentioned in my previous post? Thanks <3
Hi Master_39,

Thank you for confirming the denoiser is working!
We can confirm the motion blur is fixed for the next build.
Its also related to Hydra 2.0 as it worked in H20.5.

cheers
Kind Regards

bk3d
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Master_39
Licensed Customer
Posts: 21
Joined: Fri Apr 15, 2016 9:20 pm
Contact:

BK wrote: Tue Jan 27, 2026 9:17 pm
Master_39 wrote: Tue Jan 27, 2026 4:29 pm
BK wrote: Tue Jan 27, 2026 4:15 am

Hi Master_39,

Thank you for the report.
Yes, we can replicate the slow particles and reported to our developer to investigate.
The denoiser seems to work on our side. Maybe the Denoiser is not enabled in the Device settings.
Please check the video to see if we are doing the same.

OctaneSolarisDenoiser.mp4
cheers

Thanks a lot, BK.
The denoiser is now working correctly!
I figured out how to set it up properly, so thank you for that!

Could you also clarify something about motion blur, as I mentioned in my previous post? Thanks <3
Hi Master_39,

Thank you for confirming the denoiser is working!
We can confirm the motion blur is fixed for the next build.
Its also related to Hydra 2.0 as it worked in H20.5.

cheers
Perfect! Thanks a lot, BK!
BK
OctaneRender Team
Posts: 1497
Joined: Mon Oct 31, 2016 7:54 pm

adrianr wrote: Mon Jan 26, 2026 4:25 pm Further on to some of the colour discussions on the previous page, Octane in Solaris is still not correctly managing the colour primaries. Below is the same ACEScg image, correctly tagged, in Nuke, Octane 'standard' (sops/mat/out), Karma in Solaris and Octane in Solaris. All viewed with ACES 1.0 - SDR Video (sRGB Display).

This applies to basically anything colour based too. You can't set a light colour in standard Octane and translate it directly over to Solaris (bottom two images). Same for any colours you set in materials.
Thank you, Adrian, for the reminder.
We tried using your HDR Aces images, loading the Houdini 21 Ocio config file on the Standalone and Solaris viewport.
The Solaris viewport images render identically with Standalone. Could you please check the OCIO editor or revert to Factory?
HDRISolaris.png
For your workflow, please render as RGB Linear and do the tone mapping using Nuke.

Cheers
Kind Regards

bk3d
adrianr
Licensed Customer
Posts: 59
Joined: Sat Jan 25, 2020 3:31 pm

Hey Bikram,

I wonder if we're talking about different things here. I have attached another screenshot.

Something is happening between the output from Octane and how that image is interpreted in the Solaris viewport. The input texture is ACEScg. It's tagged as ACEScg. Nuke displays this as expected, so does Karma, so does the standard Octane Houdini plugin and so does Octane standalone. All images are being viewed with the same OCIO config view transform. Even if Houdini itself were somehow using a different config it wouldn't explain the difference between the standard plugin and Solaris. The outlier is the Solaris viewport, which renders the image too saturated. This is not an issue limited to or related to texture colourspaces however, as you can take any arbitrary light or geometry, set an RGB value on it, and it will render differently (Between the standard plugin and Solaris, or between standalone and Solaris, either or. My previous screenshot shows this with a light).

Are you saying that on your end if you run the same image or colour through the regular plugin and Solaris that you get the same result? Because that's definitely not what I'm seeing here.
H21_Octane_Solaris_colour_issues_02.jpg
Windows 11 | 14900k | 2 x 4090 | 96gb DDR5.
User avatar
Master_39
Licensed Customer
Posts: 21
Joined: Fri Apr 15, 2016 9:20 pm
Contact:

adrianr wrote: Thu Jan 29, 2026 11:42 am Hey Bikram,

I wonder if we're talking about different things here. I have attached another screenshot.

Something is happening between the output from Octane and how that image is interpreted in the Solaris viewport. The input texture is ACEScg. It's tagged as ACEScg. Nuke displays this as expected, so does Karma, so does the standard Octane Houdini plugin and so does Octane standalone. All images are being viewed with the same OCIO config view transform. Even if Houdini itself were somehow using a different config it wouldn't explain the difference between the standard plugin and Solaris. The outlier is the Solaris viewport, which renders the image too saturated. This is not an issue limited to or related to texture colourspaces however, as you can take any arbitrary light or geometry, set an RGB value on it, and it will render differently (Between the standard plugin and Solaris, or between standalone and Solaris, either or. My previous screenshot shows this with a light).

Are you saying that on your end if you run the same image or colour through the regular plugin and Solaris that you get the same result? Because that's definitely not what I'm seeing here.

H21_Octane_Solaris_colour_issues_02.jpg
Hi,

To fix the Solaris viewport issue, this is what worked for me.
I went into the OCIO Editor and left the Render Working Space set to Linear, because Octane always expects linear images.
Then I changed the View Transform and set it to ACES 1.0.

After doing this, the Solaris viewport matches perfectly with the Octane viewport in the standalone version.
So try this setup and see if it matches on your side!
Attachments
Immagine 2026-01-29 125414.jpg
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