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Re: OctaneRender 2020.1 for Houdini Beta build 2020.1.0.2 XB3
Posted: Tue Feb 04, 2020 2:27 pm
by seriawp
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
Re: OctaneRender 2020.1 for Houdini Beta build 2020.1.0.2 XB3
Posted: Mon Feb 10, 2020 1:34 pm
by seriawp
Why Color from Attribute, doesn working with displaysment? And doesnt mixing with texture?

Re: OctaneRender 2020.1 for Houdini Beta build 2020.1.0.2 XB3
Posted: Mon Feb 10, 2020 3:04 pm
by juanjgon
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
Re: OctaneRender 2020.1 for Houdini Beta build 2020.1.0.2 XB3
Posted: Mon Feb 10, 2020 3:23 pm
by seriawp
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
Re: OctaneRender 2020.1 for Houdini Beta build 2020.1.0.2 XB3
Posted: Mon Feb 10, 2020 7:10 pm
by juanjgon
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
Re: OctaneRender 2020.1 for Houdini Beta build 2020.1.0.2 XB3
Posted: Tue Feb 11, 2020 12:48 am
by seriawp
Its very bad for me, i hope in future it will be possible

Re: OctaneRender 2020.1 for Houdini Beta build 2020.1.0.2 XB3
Posted: Tue Feb 11, 2020 12:46 pm
by seriawp
I found solution.
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.
Re: OctaneRender 2020.1 for Houdini Beta build 2020.1.0.2 XB3
Posted: Tue Feb 11, 2020 1:11 pm
by juanjgon
Hmm, yes this can work, but Octane supports COP textures using the standard op: workflow ... have you tried that?
Thanks,
-Juanjo
Re: OctaneRender 2020.1 for Houdini Beta build 2020.1.0.2 XB3
Posted: Tue Feb 11, 2020 2:55 pm
by seriawp
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.
Re: OctaneRender 2020.1 for Houdini Beta build 2020.1.0.2 XB3
Posted: Fri Feb 14, 2020 2:34 pm
by mlmcgoogan
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!!