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OctaneRender 2021.1 for Houdini Beta build 2021.1.0.2 RC2

Posted: Mon Sep 06, 2021 8:37 pm
by juanjgon
Hi,

This is a beta release of the OctaneRenderâ„¢ 2021.1 for Houdiniâ„¢ plugin compiled with the Octane 2021.1 RC2 core. This 2021.1.0.2 release is available for the latest Houdini production builds on Windows x64 and Linux gcc6.3.1.

Houdini production builds supported by this release: 17.5.460, 18.0.597, 18.5.596, 18.5.633 and 18.5.672

As with all beta builds, we advise to not to use this release for production purposes. We are trying to, but we can't guarantee that scenes saved with this version will be compatible in future releases.

Please make sure to use a NVIDIA Studio driver with version at least 456.38 on Windows or 455.23 on Linux.

New features
To learn more about the new features and improvements of OctaneRender 2021.1, please check out the 2021.1 XB1 release post and the 2021.1 XB2 release post


Release 2021.1.0.2 Enterprise subscription license
https://render.otoy.com/customerdownloa ... rprise.zip
https://render.otoy.com/customerdownloa ... rprise.zip

Release 2021.1.0.2 Studio subscription license
https://render.otoy.com/customerdownloa ... studio.zip
https://render.otoy.com/customerdownloa ... studio.zip

Standalone 2021.1 RC2 version for the network rendering nodes
viewtopic.php?f=33&t=78306


Release Notes
=============================================
RELEASE 2021.1.0.2
=============================================

* OCTANE 2021.1 RC2 FEATURES AND FIXES:

- Added support for capturing input textures of emitters via the capture to custom AOV texture.
- Added support for capturing input textures of surface media via the capture to custom AOV texture.
- Improved tooltips of the composite material node to make it clear that the material mask of the bottom-most layer (material 1) will be ignored.
- Fixed AI light render failure caused by hair primitive type with emission.
- Fixed GPU failure if AI light is enabled and emitters are not sampled (e.g. have a sampling rate of 0 or have visible on diffuse disabled).
- Fixed noisy denoiser output when only a render layer is rendered and the alpha channel is enabled.
- Fixed lino's reported anime render issue when nested dielectric is enabled in combination with RTX.
- Fixed incorrect medium initialization if RTX enabled and nested dielectrics is enabled.
- Fixed nested dielectric rendering dark outline on diffuse transmission material inside a specular material.
- Fixed potential incorrect initialization of the medium states if the camera is located inside objects with a medium
- Fixed camera path initialization for info kernels.
- Fixed broken rotation for 2D transformation inputs (like the UV transform of image texture nodes).
- Fixed an issue causing a freeze when disabling RTX while tone-mapping was happening.
- Fixed render artifacts in scenes containing plane primitives with RTX on.
- Fixed a render failure on render nodes if a scene contains emitters and RTX is disabled in the devices or the render node GPUs don't support RTX.
- Fixed incorrect shadows of vertex displacement when RTX is enabled.
- Fixed issue causing wrong results in the position AOV in some scenes when RTX was on.
- Changed interpolation of vertex attributes so if the vertices have the same value it returns that exact value.
- Fixed issue where universal material metallic is wrong when albedo and specular connect to black multiply.
- Fixed missing OSL texture evaluations when there are connection changes of filename pins.
- Fixed older scenes with no nested dielectrics support have materials now loaded with a priority of 0 instead of 100, to still allow lowering or raising priority.
- Fixed opacity texture being captured twice via the capture to custom AOV texture, when connected to an universal material that coating or sheen enabled.
- Fixed incorrect OCIO input LUTs sometimes being used for preview render.
- Fixed that the alpha channel is sometimes missing in saved images.
- Fixed application crash loading glTF files containing empty colour or material values.
- Fixed universal camera diopter rotation to be interpreted as degrees, not 0-1 (see viewtopic.php?f=24&t=77888&p=402830#p402830).
- Fixed rare render failure if a render device tries to tonemap a render result with a new film resolution but hasn't updated its render data yet. This probably only happened in multi-GPU setups.
- Fixed duplicate vertices of the Polygon and Disk types of the Geometric primitive node, causing issues when they were used as surface input of the Scatter on surface node if the used mode is One instance per vertex.
- Fixed octane_node --info gpus which either didn't work or crashed due to access to not yet initialized sub-systems. This caused the net render daemon installer to not work correctly.



Happy rendering,
Your OTOY Team

Re: OctaneRender 2021.1 for Houdini Beta build 2021.1.0.2 RC2

Posted: Thu Sep 09, 2021 12:59 am
by agnes_io
Sorry if this has been mentioned already but couldn't find any info. Is the QT5 IPR included in these 2021 releases?

Cheers!

Re: OctaneRender 2021.1 for Houdini Beta build 2021.1.0.2 RC2

Posted: Thu Sep 09, 2021 6:33 am
by juanjgon
agnes_io wrote:Sorry if this has been mentioned already but couldn't find any info. Is the QT5 IPR included in these 2021 releases?

Cheers!
Not yet, still working on it as fast as I can.

Thanks,
-Juanjo

Re: OctaneRender 2021.1 for Houdini Beta build 2021.1.0.2 RC2

Posted: Thu Sep 09, 2021 1:53 pm
by blobbybarack
Not yet, still working on it as fast as I can.
Thanks you juanjgon.I m so exited about this...this gonna be a huge time saver for everybody when available.

Re: OctaneRender 2021.1 for Houdini Beta build 2021.1.0.2 RC2

Posted: Thu Sep 30, 2021 8:34 pm
by HandcraftedMedia
Not sure whether to post this here or bug reports, but having more than 3 or 4 lights using the lightmask feature, seems to break it, bringing some (not all) light back from the masked lights.

Re: OctaneRender 2021.1 for Houdini Beta build 2021.1.0.2 RC2

Posted: Thu Sep 30, 2021 8:37 pm
by juanjgon
HandcraftedMedia wrote:Not sure whether to post this here or bug reports, but having more than 3 or 4 lights using the lightmask feature, seems to break it, bringing some (not all) light back from the masked lights.
Can you please share an example scene, as simple as possible, with this issue? This can be a core issue.

Thanks,
-Juanjo

Re: OctaneRender 2021.1 for Houdini Beta build 2021.1.0.2 RC2

Posted: Fri Oct 01, 2021 3:01 am
by HandcraftedMedia
Alright here a file showing the issue:
https://drive.google.com/file/d/1hLu6l0 ... sp=sharing

Turns out it's seems to actually be an issue with transparent lights on different light passes. So if a light on LightPass 2 shines "through" Lightpass 3 the Lightpass 3 light will now in a way affect Lightpass 2 object. Sounds confusing but the file should show the issue.

Re: OctaneRender 2021.1 for Houdini Beta build 2021.1.0.2 RC2

Posted: Mon Oct 11, 2021 1:43 pm
by HandcraftedMedia
Any thoughts on this or fixes in the pipeline? :)

Re: OctaneRender 2021.1 for Houdini Beta build 2021.1.0.2 RC2

Posted: Mon Oct 11, 2021 9:57 pm
by juanjgon
HandcraftedMedia wrote:Any thoughts on this or fixes in the pipeline? :)
Can you please check if this problem has been already fixed in the latest 2021.1.0.3 RC3 build just released?

Thanks,
-Juanjo

Re: OctaneRender 2021.1 for Houdini Beta build 2021.1.0.2 RC2

Posted: Thu Oct 14, 2021 2:19 pm
by HandcraftedMedia
Will do! Thank you for your work!