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Re: OctaneRender 2020.2 for Houdini Beta build 2020.2.0.2 RC7
Posted: Tue Feb 02, 2021 8:49 am
by Fake Pilot
Can't remember doing a scene that works without Full scene reload mode?
Be aware that now the plugin can update the scene even while working with objects without a constant topology.
How?!
Re: OctaneRender 2020.2 for Houdini Beta build 2020.2.0.2 RC7
Posted: Tue Feb 02, 2021 8:57 am
by juanjgon
Fake Pilot wrote:Can't remember doing a scene that works without Full scene reload mode?
Be aware that now the plugin can update the scene even while working with objects without a constant topology.
How?!
It is automatic if you enable the option to update the mesh deformations or the instances.
Thanks,
-Juanjo
Re: OctaneRender 2020.2 for Houdini Beta build 2020.2.0.2 RC7
Posted: Tue Feb 02, 2021 9:38 am
by Fake Pilot
Got it working now! Thanks, not sure how I missed that!
Can I ask, are there any plans to make the plugin work for Mac, now that there is a standalone working for the M1 Metal Big Sur?
Not really that of a big deal now, I do most of my work on my PC. But, I tested it on a Mac Mini M1 and it works. In the future, it would be nice to have it working for the M1X Macbook Pro, for travelling etc. Previewing purposes, then sending scenes to RNDR.
Re: OctaneRender 2020.2 for Houdini Beta build 2020.2.0.2 RC7
Posted: Tue Feb 02, 2021 9:45 am
by juanjgon
We already have a Houdini plugin available for Mac in both CUDA and Metal versions. The main problem is that the Mac version doesn't support the OpenGL IPR window, it only supports the MPlay IPR that has some limitations, but the upcoming Qt5 based IPR should work fine in any platform.
Thanks,
-Juanjo
Re: OctaneRender 2020.2 for Houdini Beta build 2020.2.0.2 RC7
Posted: Tue Feb 02, 2021 11:11 am
by Fake Pilot
Aah! I tried it now, but same as with the C4D version, it just crashes the 3D Software before it starts up.
Upgraded to Big Sur 11.2 today, tried again. Still crashes.
Re: OctaneRender 2020.2 for Houdini Beta build 2020.2.0.2 RC7
Posted: Tue Feb 02, 2021 5:39 pm
by juanjgon
Fake Pilot wrote:Aah! I tried it now, but same as with the C4D version, it just crashes the 3D Software before it starts up.
Upgraded to Big Sur 11.2 today, tried again. Still crashes.
Are you using the Octane X PR7 (Big Sur) plugin builds that you can download from your licenses web page?
Thanks,
-Juanjo
Re: OctaneRender 2020.2 for Houdini Beta build 2020.2.0.2 RC7
Posted: Tue Feb 02, 2021 5:41 pm
by Fake Pilot
Yes, from the Downloads page. Using the dropdowns to get the latest version.
Re: OctaneRender 2020.2 for Houdini Beta build 2020.2.0.2 RC7
Posted: Wed Feb 03, 2021 1:12 am
by asamaniego
Love the SOP level geo!
For some reason I can't get the copy's colors to show up. If I remember correctly, I used to be able to do it with an instance osl or the rgb4k_map in the tex folder by putting into albedo...not working anymore for me. Any help? Thanks.
Re: OctaneRender 2020.2 for Houdini Beta build 2020.2.0.2 RC7
Posted: Wed Feb 03, 2021 12:49 pm
by seriawp
Hello.
Tell me please, it possible to render shader "space normal pass" in specular material?
https://i.imgur.com/iWdnnfZ.png
https://i.imgur.com/4UowXF1.png
For geometry getting distortion from IOR. I'm not even talking about blur from the Roughness parameter
I think there is no such possibility, but I just wanted to clarify

Re: OctaneRender 2020.2 for Houdini Beta build 2020.2.0.2 RC7
Posted: Wed Feb 03, 2021 4:35 pm
by juanjgon
seriawp wrote:Hello.
Tell me please, it possible to render shader "space normal pass" in specular material?
https://i.imgur.com/iWdnnfZ.png
https://i.imgur.com/4UowXF1.png
For geometry getting distortion from IOR. I'm not even talking about blur from the Roughness parameter
I think there is no such possibility, but I just wanted to clarify

Have you tried to use a normal map?
Thanks,
-Juanjo