OctaneRender 2020.1 for Houdini Beta build 2020.1.0.2 XB3

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Moderator: juanjgon

seriawp
Licensed Customer
Posts: 96
Joined: Wed May 31, 2017 9:45 pm

juanjgon wrote:
seriawp wrote:I update from x1 to x3, and now cant even create Octane node from shelf. why?
Probably because you are working with an H18.0 daily build that has broken the compatibility with the plugin due to its changes in the HDK. You must work only with the Houdini production builds that have a proper Octane plugin build for them, which are 18.0.287 and 18.0.348 currently.

Thanks,
-Juanjo


Yes, you right. :)
Thanks
seriawp
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Posts: 96
Joined: Wed May 31, 2017 9:45 pm

Why Color from Attribute, doesn working with displaysment? And doesnt mixing with texture?
Image
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juanjgon
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Location: Spain

Can you send me a scene to reproduce this problem here? Probably the vertex data can't be used for displacement yet, but I need your scene to be sure what's your workflow and try to reproduce the same limitation in the Standalone.

Thanks,
-Juanjo
seriawp
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Posts: 96
Joined: Wed May 31, 2017 9:45 pm

juanjgon wrote:Can you send me a scene to reproduce this problem here? Probably the vertex data can't be used for displacement yet, but I need your scene to be sure what's your workflow and try to reproduce the same limitation in the Standalone.

Thanks,
-Juanjo
Of course, i minimized scene for easy navigation
https://drive.google.com/open?id=1pWdvz ... _-dUGopUvK
Last edited by seriawp on Tue Feb 11, 2020 12:49 am, edited 1 time in total.
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juanjgon
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Posts: 8867
Joined: Tue Jan 19, 2010 12:01 pm
Location: Spain

You could try to use the new vertex displacement node, that supports more texturing features than the conventional displacement, but in any case, yes, this seems a core limitation. Currently, the vertex attributes can't be used for displacement, even if used as a mask with a mixer node.

Thanks,
-Juanjo
seriawp
Licensed Customer
Posts: 96
Joined: Wed May 31, 2017 9:45 pm

Its very bad for me, i hope in future it will be possible
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seriawp
Licensed Customer
Posts: 96
Joined: Wed May 31, 2017 9:45 pm

I found solution. :D :D :D
1. Transfer @Cd color (from uv maped geometry) to COP network
2. Export to disk (because Octane cant use opfullpath("../cop"))
3. Use like classic texture from file. With $F in name if texture animated

But very sad what VERTEX DISPLACEMENT don't have filter textures (for smoothing), like old displacement node.
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juanjgon
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Hmm, yes this can work, but Octane supports COP textures using the standard op: workflow ... have you tried that?

Thanks,
-Juanjo
seriawp
Licensed Customer
Posts: 96
Joined: Wed May 31, 2017 9:45 pm

I tried with `opfullpath("../")` - dont work. Now tried with op: and all work fine :)
But i desided make cache for texture, because i animate @Cd from solver and cache save time for Octane because solver take time for calculating.
mlmcgoogan
Licensed Customer
Posts: 31
Joined: Thu May 11, 2017 5:57 pm

Hey juanjgon,

Just wanted to say thanks for all your work getting fur color working, loving it! We talked a while back about extending Houdini's Vectron support to pull VDBs (either from file or preferably from a VDB node in Houdini's /obj geo context) into Vectron VOPs. I'm guessing this would look something like either:

- Additional VDB Vectron node that allows entering a node path/oppath to a VDB node
- Just building a path field into the existing Vectron node that allows specifying the above

Is this still on your radar/roadmap or are there blockers for it? Just helpful to know for planning my future workflow.

Thanks again!!
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