... however I am not allowed to download the plugin.
So how am I supposed to do this?
I'd like to evaluate OctaneVR with Houdini 16...
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To try the demo? It should be same else of gpu limits.
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
Here you can find the Houdini demo:
https://home.otoy.com/render/octane-render/demo/#pg-10
The demo builds are separate from the OctaneVR flavor which basically has a couple of limitations compared to the regular Octane flavour.
Just take into account the supported versions do not currently include Houdini 16:
Latest test build does support H16, but it's currently available just to licensed users:
viewtopic.php?f=102&t=60531
https://home.otoy.com/render/octane-render/demo/#pg-10
The demo builds are separate from the OctaneVR flavor which basically has a couple of limitations compared to the regular Octane flavour.
Just take into account the supported versions do not currently include Houdini 16:
This demo is compatible with production releases H14.0.474 and H15.0.244 only.
This demo is also compatible with Houdini 15.5 Indie, however the scene export is unavailable.
Latest test build does support H16, but it's currently available just to licensed users:
viewtopic.php?f=102&t=60531
Yes, sorry, currently there isn't a demo version for Houdini 16. You must test the plugin with Houdini 15.5. The H16 demo plugin will be available as soon as the current 3.06 plugin build will reach its final production build.
You have the demo build for H15.5.673, that should also work fine with the latest H15.5 production build.
Thanks,
-Juanjo
You have the demo build for H15.5.673, that should also work fine with the latest H15.5 production build.
Thanks,
-Juanjo
- JoshuaReeves
- Posts: 5
- Joined: Tue Apr 25, 2017 7:42 pm
It's artistically great, but technically it's scanline of 1990.
"it extensively uses global illumination and physically based rendering... Combine that with the dynamic lighting, which has been rasterized twice for depth pre-pass, and a custom ambient occlusion solution which rivals HBAO, delivering soft shadows without any dithering"
I don't remember seeing anything like that in 1990 that was not ray-traced, and definitely not on the desktop. Trying to think of a single example.
"it extensively uses global illumination and physically based rendering... Combine that with the dynamic lighting, which has been rasterized twice for depth pre-pass, and a custom ambient occlusion solution which rivals HBAO, delivering soft shadows without any dithering"
I don't remember seeing anything like that in 1990 that was not ray-traced, and definitely not on the desktop. Trying to think of a single example.