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Point Color work around
Posted: Sat Feb 27, 2016 4:51 pm
by Fake Pilot
Hello,
I believe the biggest "flaw" with Octane Render for Houdini is that you cannot render out point colors ($Cd).
I found this tutorial on Game Tutors, that explains how to bake out your point colors to an image texture.
This workflow is a good work-around...
http://www.gametutor.com/live/tutorials ... r_texture/
Basically, you make a ROP Network, add a Bake Texture node in there, select your UV Object (that of course needs to have UV's),
render out that objects colors as an Output Picture to JPG or PNG (Octane did not accept a PIC) and then attach that picture with an Octane Material.
Maybe you can output directly to the Octane Material without a file? I don't know...
Re: Point Color work around
Posted: Sat Feb 27, 2016 7:29 pm
by juanjgon
Yes, it is a nice workaround. Let me think about it, but I hope that once we have the OSL feature in place to write custom plugins, we can full support the Houdini attributes.
-Juanjo
Re: Point Color work around
Posted: Sat May 21, 2016 6:58 pm
by Evgen
its absolutely neccessary to have ability to use custom attributes!
Its most important feature of Houdini and it is not supported in octane.
Re: Point Color work around
Posted: Sat May 21, 2016 10:51 pm
by juanjgon
Evgen wrote:its absolutely neccessary to have ability to use custom attributes!
Its most important feature of Houdini and it is not supported in octane.
I agree. The Octane team is aware about this limitation, and I hope that after this first Octane 3.0 release, we can work on it. Anyway also I am thinking about some workarounds in case this feature could take longer to be supported by Octane.
Thanks,
-Juanjo
Re: Point Color work around
Posted: Sun May 22, 2016 10:08 am
by Hampayon
Reading point/prim attributes is really paramount.
Second on my list would be supporting native houdini vop/shops noises and other procedurals.
More like the mantra integration is a far fetched dream I guess

Re: Point Color work around
Posted: Tue May 31, 2016 5:08 pm
by s---70
Whats the plan when to release this functionality? Do you have a beta planned? Would definitely trade stability for attribute access

Re: Point Color work around
Posted: Mon Jun 06, 2016 1:52 am
by anodin
I have the V3.
I don't find any node to have access to attributes in the octane_vopnet.
This feature is support now, i hope ?
Re: Point Color work around
Posted: Mon Jun 06, 2016 8:01 am
by juanjgon
Sorry, I know that the support of custom attributes is very important for all the Houdini users, but I'm afraid that Octane doesn't have this feature yet. Currently Octane doesn't have the tools to add custom attributes to the objects at point, polygon, instance, hair or particle levels, and it doesn't have a shader node to get this kind of information at shading level.
This feature is planned for the 3.x dev. cycle, but I don't have more news about it yet.
Thanks,
-Juanjo
Re: Point Color work around
Posted: Mon May 01, 2017 3:19 am
by anodin
Hello!
i come take some news about some : Get Attributes node in the vopnet = node for dreamers ^^
I see a trick with UV but it's only works with particules not mesh.
Thx for giving some news.
Re: Point Color work around
Posted: Mon May 01, 2017 5:07 am
by rohandalvi
Maybe this video can help. It can't get point colors but you can use any other attribute by storing it in the uv channel. Works for any kind of mesh.
https://vimeo.com/172594655
Regards
Rohan