Hi,
This is a production release of the OctaneRender™ 2021.1 for Houdini™ plugin compiled with the Octane 2021.1.3 core. This 2021.1.3.0 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, 18.5.759, 19.0.455, 19.0.498 and 19.0.531
This build includes the first beta version of the new Qt5 IPR Window, the core of the plugin's whole new IPR system that will replace the old OpenGL IPR Window. There are still some important features missing (like render region, camera selector, shortcuts/preferences, background image, or snapshots gallery) that will be added this year, alongside the viewport IPR rendering feature, but the core technology is ready to be tested. The new Qt5 IPR window is available for both Windows and Linux (and macOS in the future) and it can be opened as a floating window or inside a Houdini pane.
This version supports Nvidia Ampere GPUs and as a consequence, we had to drop support for old Kepler cards with a compute model < 3.5. And 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 release post
Release 2021.1.3.0 Enterprise subscription license
https://render.otoy.com/customerdownloa ... rprise.zip
https://render.otoy.com/customerdownloa ... rprise.zip
Release 2021.1.3.0 Studio subscription license
https://render.otoy.com/customerdownloa ... studio.zip
https://render.otoy.com/customerdownloa ... studio.zip
Release 2021.1.3.0 Demo version license
https://render.otoy.com/plugindownloads ... 4_demo.zip
https://render.otoy.com/plugindownloads ... x_demo.zip
Standalone 2021.1.3 version for the network rendering nodes
viewtopic.php?f=24&t=79371
Release Notes
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RELEASE 2021.1.3.0
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* OCTANE 2021.1.3 FEATURES AND FIXES:
- Added new transmission type "Thin wall (diffuse)" to the universal material. It is meant to be used for thin surfaces like leafs and treats layers of the universal material to be independent of the side of the surfase. I.e. an incoming ray will always enter the topmost layer first.
- Performance optimizations for devices of all supported compute models with the exception of 8.0.
- Fixed saving of AOVs that was ignoring non-cryptomatte AOVs after the export of a cryptomatte AOV.
- Fixed the power input of a texture used as a normal map being evaluated as a normal map (see viewtopic.php?p=409683#p409683).
- Fixed incorrect application of the material layer opacity when emission is used in an universal material, resulting in wrong material layer weights (see viewtopic.php?p=410064#p410064).
- Fixed unnecessary geometry rebuilds when switching between universal camera nodes, if you use vertex displacement and the vertex displacement texture has inputs outside the root of the texture node tree (see viewtopic.php?p=409585#p409585).
- Fixed a crash when you delete a volumetric light that is connected to a render target and rendering has already started.
- OSL: Fixed crash when using certain struct constructors in OSL.
- OSL: sqrt(x) returns 0 for x < 0, as specified by OSL.
- OSL: If a geometry input on a Vectron node is not connected, the _sdf struct gets the material ID of this node by default.
Happy rendering,
Your OTOY Team
OctaneRender 2021.1 for Houdini production build 2021.1.3.0
Moderator: juanjgon
- james_conkle
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Awesome! Thanks for the quick update. I was hoping to do one last update before I hunker down for a while and wait for 2022 release maybe this is it 

Octane C4D Plugin 2021.1 / C4D R25.015
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Haven't use houdini plugin for a while, things have improve a LOT. Thanks for your hard work juanjo things are really going in a great direction.
QT IPR, target are now created in MAT context, some polish in the render target has been done. Great integration.
Octane core team just need to add rest pose and direct point attribute to instance transmission, and we will be close to perfection.
QT IPR, target are now created in MAT context, some polish in the render target has been done. Great integration.
Octane core team just need to add rest pose and direct point attribute to instance transmission, and we will be close to perfection.
Hi Juanjo, thank you for the reply.juanjgon wrote:Working on it as we speakTerryvfx wrote:Hi, Any chance we can get an update for the latest production built?
-Juanjo
PD: I keep getting this message whenever I open up a scene that uses the Universal Camera, doesn't matter if it's brand new, did I break something or is it normal?
This is a problem in the render target HDA. I've fixed it for the next build.Terryvfx wrote: PD: I keep getting this message whenever I open up a scene that uses the Universal Camera, doesn't matter if it's brand new, did I break something or is it normal?
-Juanjo