Page 1 of 2

OctaneRender™ 3.0 for Houdini™ - production build 3.05.0.0

Posted: Mon Dec 19, 2016 9:58 pm
by juanjgon
Hi!

This is the latest production build of OctaneRender™ 3.0 for Houdini™. This release is available for the Houdini 13.0/14.0/15.0/15.5 latest production builds for Windows x64, Linux gcc4.8 and OSX 10.10. This plugin is also compatible with Houdini 15.5 Indie. In this case, the plugin will have a 1080p limited resolution while rendering sequences, and the scene export and cloud rendering features disabled.


Release 3.05.0.0
https://render.otoy.com/customerdownloa ... _Win64.zip
https://render.otoy.com/customerdownloa ... _Linux.zip
https://render.otoy.com/customerdownloa ... ni_OSX.zip

Release 3.05.0.0 Demo Version
https://render.otoy.com/plugindownloads ... 4_demo.zip
https://render.otoy.com/plugindownloads ... x_demo.zip
https://render.otoy.com/plugindownloads ... X_demo.zip

Release 3.05.0.0 OctaneVR Subscription Version
https://render.otoy.com/customerdownloa ... n64_vr.zip
https://render.otoy.com/customerdownloa ... nux_vr.zip
https://render.otoy.com/customerdownloa ... OSX_vr.zip

Standalone version for the network rendering nodes
https://render.otoy.com/customerdownloa ... 05_win.exe
https://render.otoy.com/customerdownloa ... _linux.zip
https://render.otoy.com/customerdownloa ... _macos.dmg


New features
A list of all the new features is provided here: viewtopic.php?f=33&t=51679
The plugin manual is being updated to cover most of the changes. https://docs.otoy.com/manuals/products/houdini/v3/


=============================================
RELEASE 3.05.0.0
=============================================

* NEW OCTANE FEATURES:

- Added new mode "Hide From Camera" to render layer settings. If enabled, the inactive layer will be hidden from the camera. The side effects passes will be empty since we skip the inactive surfaces and thus can't record the side effects.
- Using the motion vector pass on a panoramic camera will give you the motion vectors in world space (was (0,0,0) before).
- Overhauled the rounded edges compilation and rendering.
- Replaced option "distributed ray-tracing" in the render passes node with the enum "distributed tracing mode" which provides a new option "non-distributed, no pixel filtering" that disables pixel filtering/anti-aliasing in all info passes, except AO, wireframe and render layer mask.
- Reduced the GPU memory usage of deep pixel rendering for larger images.

* OCTANE BUGS FIXED:
- Fixed incorrect direct light calculation of transmissive materials.
- Fixed incorrect transmission of specular materials with "fake shadows" enabled.
- Fixed crash during geometry compilation caused by invalid mesh data by validating meshes before compilation.
- Fixed incorrect PMC rendering due to number overflows in the environment texture.
- Fixed sun light through portals.
- Fixed to dark ambient light pass when portals are enabled.
- Fixed incorrect shadowing in scattering media when they overlap with a volume.
- Reverted the change in the way how info filter passes work: If you enable an alpha channel, only those pixels that have a material with the channel corresponding to the filter pass will be opaque. The rest will be transparent.
- Fixed crash in loop subdivision mode.
- Fixed device failure when a small film region is rendered with deep pixels.
- Fixed integer overflow during HDR tone mapping when huge images are rendered resulting in the bottom of the image being black.
- Fixed incorrect loading of some OpenVDB files with constant voxel groups, which don't have the background value.


Thanks,
-Juanjo

Re: OctaneRender™ 3.0 for Houdini™ - production build 3.05.0.0

Posted: Tue Dec 20, 2016 9:17 am
by Nebucadnezar
Thank you for the new build! I don't see the files for Houdini 15.565, would it be possible to get that?

Thank you again!

Re: OctaneRender™ 3.0 for Houdini™ - production build 3.05.0.0

Posted: Tue Dec 20, 2016 11:43 am
by juanjgon
I think that the 607 build should work fine in the 565 build, but anyway I can compile a 565 build without problems ... for Windows?

Thanks,
-Juanjo

Re: OctaneRender™ 3.0 for Houdini™ - production build 3.05.0.0

Posted: Tue Dec 20, 2016 12:39 pm
by Nebucadnezar
Yes for windows, thank you!

Re: OctaneRender™ 3.0 for Houdini™ - production build 3.05.0.0

Posted: Tue Dec 20, 2016 1:00 pm
by juanjgon
This is a build for H15.5.565 Win64. Sometimes support all these Houdini production versions is a nightmare ;)
https://render.otoy.com/customerdownloa ... _Win64.zip

Thanks,
-Juanjo

Re: OctaneRender™ 3.0 for Houdini™ - production build 3.05.0.0

Posted: Tue Dec 20, 2016 3:47 pm
by Nebucadnezar
You are great, thanks.

Re: OctaneRender™ 3.0 for Houdini™ - production build 3.05.0.0

Posted: Wed Dec 21, 2016 9:04 am
by WhyGee
Hi,
anyone else had their license deactivate and unable to re-activate after this upgrade?

Thanks

Re: OctaneRender™ 3.0 for Houdini™ - production build 3.05.0.0

Posted: Wed Dec 21, 2016 10:08 am
by juanjgon
WhyGee wrote:Hi,
anyone else had their license deactivate and unable to re-activate after this upgrade?

Thanks
I don't have other reports about licensing issues. Have you been able to finally activate it?

Thanks,
-Juanjo

Re: OctaneRender™ 3.0 for Houdini™ - production build 3.05.0.0

Posted: Wed Dec 21, 2016 10:12 am
by WhyGee
nope. I guess it's not a version issue because I reverted back to 3.04.4 and still getting "Failed to activate: Could not connect to server".
Support hasn't replied and I need to resume work. Any ideas?

Thanks
Yaniv

Re: OctaneRender™ 3.0 for Houdini™ - production build 3.05.0.0

Posted: Wed Dec 21, 2016 10:19 am
by juanjgon
Here the licensing system works fine. Have you tried to reboot the system? Do you know if the Standalone licensing has the same problem?

Thanks,
-Juanjo