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Re: OctaneRender™ 3.0 for Houdini™ alpha build 3.00.4.0

Posted: Fri Jan 29, 2016 4:50 pm
by juanjgon
You can render the OpenVDB files loading them in Houdini and using the ConvertVDB SOP to render them like the native Houdini volumes, or you can use the native Octane OpenVDB loader, that is what you are using in your attached image.

In this second case, the OBJ node is only a placeholder, all the geometry available inside is not rendered at all. Also currently the plugin doesn't have a SOP node to preview the Octane OpenVDB files in the viewports. Anyway using this configuration, you could add a Houdini OpenVDB file SOP only to have a preview of the volume in the viewports.

-Juanjo

Re: OctaneRender™ 3.0 for Houdini™ alpha build 3.00.4.0

Posted: Fri Jan 29, 2016 5:42 pm
by Notiusweb
You can render the OpenVDB files loading them in Houdini and using the ConvertVDB SOP to render them like the native Houdini volumes
Hello, thanks you so much. Your explanation of OpenVDB placeholder makes sense.

(1 )Okay, so now I'm interested in that native Houdini type, how to get the native Houdini volume showing in IPR. I connected via the ConvertVDB, but nothing. It must be something I am not doing, like in the case of a polygon cube, you have to first set to render as a Tessellated object and then assign a material in the Shop. Is there something like that with the native Houdini volume, where you have to assign it an Octane Medium material/texture...
does it also have to be set to render as a Tessellated object, and in ConvertVDB do you set it as a VDB, or a Volume...

(2) what is the node called that lets you change the medium scale absorption, scattering, color, scale of a single vdb object (in either case of a native Houdini or Octane OpenVDB)

Sorry to be a PIA.
Thanks !!!!
Cube Torus2.jpg

Re: OctaneRender™ 3.0 for Houdini™ alpha build 3.00.4.0

Posted: Fri Jan 29, 2016 5:56 pm
by juanjgon
To render a native Houdini volume (for example a Pyro effect) you only need to add the Octane spare parameters and enable the Octane "render volume primitives" option. You don't need to convert them, they are already Houdini volumes compatible with Octane.

Later you only need to set a material in the volume OBJ node. This material must be a Octane network SHOP node with the Octane scatter node and the emission node (for emissive volumes) inside.

-Juanjo

Re: OctaneRender™ 3.0 for Houdini™ alpha build 3.00.4.0

Posted: Fri Jan 29, 2016 5:57 pm
by juanjgon
In your attached image, you must convert the file to "Volume" in the convert SOP node, not to "VDB". It is also a good idea enable the "split disjoint volumes" option.

-Juanjo

Re: OctaneRender™ 3.0 for Houdini™ alpha build 3.00.4.0

Posted: Fri Jan 29, 2016 10:33 pm
by Notiusweb
Post by juanjgon » Fri Jan 29, 2016 5:57 pm
There we go! Thanks so much, I appreciate you taking the time. I know you are busy with the Lightwave release also.
Volume Sphere1.jpg
Regards,
Notiusweb

Re: OctaneRender™ 3.0 for Houdini™ alpha build 3.00.4.0

Posted: Sun Feb 14, 2016 12:28 pm
by eyeonestudio
Daylight ENV
O1.png
Texture ENV? Not Update Option.... :)
o2.png

Re: OctaneRender™ 3.0 for Houdini™ alpha build 3.00.4.0

Posted: Mon Feb 15, 2016 9:54 am
by juanjgon
Yes, I can reproduce this problem here. I will try to fix it for the next build. Meanwhile you can remove easily the image if you type anything as file path.

Thanks for reporting,
-Juanjo

Re: OctaneRender™ 3.0 for Houdini™ alpha build 3.00.4.0

Posted: Tue Feb 16, 2016 6:38 am
by eyeonestudio
Whitewater Rendering. What is best way? :shock: NE1 Have good idea?

Instance Sphere
2016-02-16_15-08-30.png
Volume Convert
2016-02-16_15-34-34.png

Re: OctaneRender™ 3.0 for Houdini™ alpha build 3.00.4.0

Posted: Fri Feb 26, 2016 1:26 am
by Aurety
Hi, I'm sorry for the newbie questions but I can' find myself.
I'm a Mac User and as said in a topic, I placed all the files from the plugin folder to the folder where the houdini.env is located.. in my case : Macintosh HD/Users/YOUR_NAME/Library/Preferences/houdini/15.0/

I open Houdini and that's ok, I can find the tools bar and all the nodes but when I try to use the ipr windows, I have a popup who says " ERROR : The IPR functions are disabled in this build". Is there something I miss in installation process.. I leave the houdini.env as is ( as I read somewhere here ) but maybe I forget something to write here..
In the meantime I use Octane with cinema 4D and plugin from aoktar. I've just bought your plugin and I placed all my new serials in preferences, it's mean I must desactivate my C4D plugin before I can use yours ??
As I said, I'm a newbie with Houdini stuff and environment. Thanks for any help.

Re: OctaneRender™ 3.0 for Houdini™ alpha build 3.00.4.0

Posted: Fri Feb 26, 2016 8:34 am
by juanjgon
The current OSX build doesn't support the IPR window available in Windows and Linux due to a problems with the OpenGL FreeGLUT lib that I am using, that doesn't work anymore over OSX sice the last two OSX versions. The next build that I want to release in few days has a new IPR mode working over the Houdini MPlay application that should work without problems in OSX, so stay tuned ;) ... in the future I will change the FreeGLUT lib for other modern framework, that could work in the three platforms without problems.

About the licensing, as far I know you should be able to work with the two plugins (C4D and Houdini) without deactivate any of them.

Thanks,
-Juanjo