OctaneRender™ 3.0 for Houdini™ - production build 3.00

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Moderator: juanjgon

C-You
Licensed Customer
Posts: 45
Joined: Mon May 16, 2016 12:40 pm

You are just so cool - it works - thanks.

And the LiveDB now works also - great ...
But I have little question - if I import material then it is
placed in shop. But I have shop networks inside obj - how
I can drop it there - copy/paste don´t work. Would be great
if import works on selected viewports (shopnets) - so whats
selected/viewed is get the material would be the easiest way.

And what das the copy does inside LiveDB view? I cannot
paste anywhere - also not to local DB - how this works?
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juanjgon
Octane Plugin Developer
Posts: 8867
Joined: Tue Jan 19, 2010 12:01 pm
Location: Spain

Hmm, copy/paste works for me to copy the full shop node (at least in Windows, ctrl-c and ctrl-v)

I think that the copy function inside the LiveDB window is not used in the plugins. To use the LocalDB you must configure the LocalDB path in the plugin options panel.

-Juanjo
Attachments
image-001088.jpg
C-You
Licensed Customer
Posts: 45
Joined: Mon May 16, 2016 12:40 pm

No matter what I do - the material is placed in shop - also if I drag the material
from LiveDB window into a shopnet/vopnet. And I tried to drag between 2 splitted
viewports - but if I drag from shop to obj/shopnet/vopnet - it drops into shop too.
And copy the node in shop and then paste into shopnet also not work.

And second problem is - where I can set all the values? I only can dive into the
material node and edit every single float node - but that is not workable. Should
there be all the sliders like in standalone if I click (mark) the material node (yellow border)?
I can see no sliders ...
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juanjgon
Octane Plugin Developer
Posts: 8867
Joined: Tue Jan 19, 2010 12:01 pm
Location: Spain

Sorry, the LiveDB materials inside Houdini are a node-by-node dump of all the material nodes from the Standalone format to raw Houdini VOP nodes. Currently they need some cleanup and manual configuration if you want to make them artist friendly.

I'll check tomorrow on OSX the copy/paste function, but in Windows works fine: select the octane vopnet node in /shop, ctrl+c, open the shopnet container inside the OBJ node, ctrl+v ... and works.

-Juanjo
Attachments
image-001089.jpg
image-001090.jpg
C-You
Licensed Customer
Posts: 45
Joined: Mon May 16, 2016 12:40 pm

Now I have closed everything and started with fresh project - and suddenly it works - don´t know why ...
but hey its great.

Thanks a lot for this early version - MPlay is no longer a pain ...
C-You
Licensed Customer
Posts: 45
Joined: Mon May 16, 2016 12:40 pm

I have no idea how to shade pyroFX stuff - is it not possible in octane? mantra preview works well.

I tried a simple thing by create a box and add a flame from shelf. I get 2 geo + 1 dop nodes in fact
and if I apply a material at box node or pyro_import node there is nothing rendered - all black.
Can you help with screenshot for this setup please to get a rendered flame? - I think the solution
then can be adapted to all other things like smoke and so on - octane is quiet difficult to use in
many aspects and you have to plan a lot different then you would do with build in colors and so on.
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juanjgon
Octane Plugin Developer
Posts: 8867
Joined: Tue Jan 19, 2010 12:01 pm
Location: Spain

Attached you have a scene with a pyro volume setup for Octane. It is fairly easy render Houdini volume primitives with Octane. The basic steps are:

- Add the Octane spare parameters to the pyro import node, enable the volume rendering and set the grids names and parameters
- Build a volume medium material node, including an emission node if you are rendering a explosion like volue
- Set this material in the pyro import node material parameter

-Juanjo
Attachments
volume_primitive.rar
(69.9 KiB) Downloaded 295 times
image-001097.jpg
image-001098.jpg
image-001099.jpg
image-001100.jpg
C-You
Licensed Customer
Posts: 45
Joined: Mon May 16, 2016 12:40 pm

Thanks a lot - your support is outstanding ...

This are the little important things to know how and where to put things to
get octane work - once you understand the logic behind is clear.

Maybe it would be the greatest thing to have ONE starter video for every
plugin in a cool way no videos shows at once. So you can save a lot of
support time if there was a video that not shows single areas and you
have to go through all of them like now. Cool to have would be a video like this:

- hello this is octane in houdini
- the render is set in shop
- in rop there has to link a render target
- in target there your settings like all other plugins
- now show how to set standard material to show up in octane
- now show a pyroFX
- now show how to work with groups for get several materials like the red/green torus example
- and so on ...

... and so on and so on ... a tutorial in short time to go through many starter aspects we have discussed
here and maybe some more important things to know ... I don´t what yet, but perhaps liquids, displacement and bump
and tell the things you not can do such procedural displacements and such things.

If every plugin coder would do such a cool short heavy feature packed video instead many single videos
like face_off did (for specific things) it would help us and OTOY a lot to save time and we has not to ask so
many (stupid) starter questions.
Last edited by C-You on Sat Jun 11, 2016 12:28 pm, edited 2 times in total.
C-You
Licensed Customer
Posts: 45
Joined: Mon May 16, 2016 12:40 pm

Have you one more little tip for me?

As I noticed DOP things really breaks workflow because of the continuous refreshing
of the animated solvers. Is there an easy way to stop this by just a button click like I can
switch off the visibility with the blue node eye? Only hit ESC stops for the moment, but if
I click here and there or change a little things it calculates all the time and blocks the
system with rolling OS ball.

And I noticed if I give your example a little power the fire is really heavy noisy and I saw
a lot of houdini renders in the web with hundreds of render hours. So big hope there
will be a cool native denoiser solution in 3.1 - will there be one? and when we can expect
the 3.1 - is it more end of year or near future?

Are you allowed to speak about? Or give a very little tip ...
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fantome
Licensed Customer
Posts: 268
Joined: Wed Dec 16, 2015 3:38 pm

I have just buy octane for houdini. And i am quite impress by the quality of the plugin !
great work Juanjo !

Cheers

Emmanuel
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