OctaneRender 2023.1.3 for Houdini production (2023.1.3.3)

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bruce.chai
OctaneRender Team
Posts: 63
Joined: Thu Oct 19, 2023 8:26 pm

OctaneRender 2023.1.3 for Houdini production (2023.1.3.3)

This is a production release of the OctaneRender™ 2023.1.3.3 for Houdini™ plugin compiled with the Octane 2023.1.3 core. This 2023.1.3.3 release is available for the latest Houdini production builds on Windows x64, Linux, and macOS arm64.

Houdini production builds supported by this release: 19.5.805, 20.0.724, 20.0.751, 20.5.278, 20.5.332.

If you are not sure if your Houdini version is compatible with the plugin - just run it and you will see an error message in case of incompatibility.

Linux Note
On Linux only default Houdini builds are supported.
This means that for Houdini 20.0 and 20.5, gcc11.2 builds are supported, and for Houdini 19.5, gcc9.3 build is supported.

New features
To learn more about the new features and improvements of OctaneRender 2023.1.3, please check out the 2023.1.3 release post

Known bugs
On Linux, MPlay IPR may not be working. If you are having problems with it, please switch to QT5 IPR and disable "Render to MPlay" in ROP nodes.
Octane is still working on supporting OCIO V2.3 (the version that Houdini 20.5 uses). The workaround for now is to use the Houdini 20.0's OCIO files when you use Houdini 20.5. e.g. You can use 20.0.751's OCIO file by adding the below line in your houdini.env file for Houdini20.5.

Code: Select all

OCIO = "C:\Program Files\Side Effects Software\Houdini 20.0.751\packages\ocio\houdini-config-v1.0.0_aces-v1.3_ocio-v2.1.ocio"

Downloads

Release 2023.1.3.3 Studio+ license
Windows Houdini 19.5.805 - https://render.otoy.com/customerdownloa ... _Win64.zip
Windows Houdini 20.0.724 - https://render.otoy.com/customerdownloa ... _Win64.zip
Windows Houdini 20.0.751 - https://render.otoy.com/customerdownloa ... _Win64.zip
Windows Houdini 20.5.278 - https://render.otoy.com/customerdownloa ... _Win64.zip
Windows Houdini 20.5.332 - https://render.otoy.com/customerdownloa ... _Win64.zip

Linux Houdini 19.5.805 - https://render.otoy.com/customerdownloa ... _Linux.zip
Linux Houdini 20.0.724 (gcc11.2) - https://render.otoy.com/customerdownloa ... _Linux.zip
Linux Houdini 20.0.751 (gcc11.2) - https://render.otoy.com/customerdownloa ... _Linux.zip
Linux Houdini 20.5.278 (gcc11.2) - https://render.otoy.com/customerdownloa ... _Linux.zip
Linux Houdini 20.5.332 (gcc11.2) - https://render.otoy.com/customerdownloa ... _Linux.zip

Release 2023.1.3.3 macOS Prime license
MacOS Houdini 19.5.805 - https://render.otoy.com/downloads/d0/e5 ... _macos.zip
MacOS Houdini 20.0.724 - https://render.otoy.com/downloads/89/36 ... _macos.zip
MacOS Houdini 20.0.751 - https://render.otoy.com/downloads/e6/0c ... _macos.zip
MacOS Houdini 20.5.278 - https://render.otoy.com/downloads/ea/73 ... _macos.zip
MacOS Houdini 20.5.332 - https://render.otoy.com/downloads/55/cf ... _macos.zip

Release 2023.1.3.3 Demo version
Windows Houdini 19.5.805 - https://render.otoy.com/plugindownloads ... _Win64.zip
Windows Houdini 20.0.751 - https://render.otoy.com/plugindownloads ... _Win64.zip
Windows Houdini 20.5.332 - https://render.otoy.com/plugindownloads ... _Win64.zip

Release Notes
=============================================
RELEASE 2023.1.3.3
=============================================
* PLUGIN FEATURES AND FIXES:
- Support Attributes and Tessellate properties for packed instance objects
- Show attributes in packed geometries in ObjParms ->Octane->Attribues
- Source node of instances should be visible when rendering if it is required
- Support attributes of multiple packed items instances
- Avoid reloading the whole scene (could cause update performance) after universal light update
- Support instance by primitive "filenames" and "index" intrisic attributes
- Support new H20.5 COP node in texture node by (op:/path/to/copnet/node)
- Fixed textures flipped problem for Spectron lights in universal light

Common Issues and Solutions
- If the plugin doesn't work at all, set HOUDINI_DSO_ERROR = 2 in houdini.env and check for messages in the terminal.
- If you're missing libglut.so.3, install the freeglut package.
- If you are having any issues with the Deadline - please submit a support ticket to the AWS.

Happy rendering,
Your OTOY Team
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galleon27
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Posts: 292
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Location: Serbia
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Instances are always rendering whether the display flag is on or off.
Attachments
2024-08-21 12-42-07.mp4
(4.96 MiB) Downloaded 1760 times
Win 10 64bit // GTX 4090 + GTX 3090 // 5900x // 64GB // SideFX Houdini // C4D
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galleon27
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Posts: 292
Joined: Wed Jul 15, 2015 11:55 am
Location: Serbia
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bruce.chai wrote: - Support instance by primitive "filenames" and "index" intrisic attributes
Does this mean it's possible to time offset animated instances?
Win 10 64bit // GTX 4090 + GTX 3090 // 5900x // 64GB // SideFX Houdini // C4D
ricky_otoy
OctaneRender Team
Posts: 289
Joined: Mon Jun 19, 2023 6:34 am

galleon27 wrote:
bruce.chai wrote: - Support instance by primitive "filenames" and "index" intrisic attributes
Does this mean it's possible to time offset animated instances?
Yes it should now be possible to have the render match the viewport in that regard.
ricky_otoy
OctaneRender Team
Posts: 289
Joined: Mon Jun 19, 2023 6:34 am

galleon27 wrote:Instances are always rendering whether the display flag is on or off.
I had a look, it seems it is more the viewport update. Starting and stopping at each frame does hide it but we will look into it.

Thanks for notifying us!
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galleon27
Licensed Customer
Posts: 292
Joined: Wed Jul 15, 2015 11:55 am
Location: Serbia
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ricky_otoy wrote:
galleon27 wrote:
bruce.chai wrote: - Support instance by primitive "filenames" and "index" intrisic attributes
Does this mean it's possible to time offset animated instances?
Yes it should now be possible to have the render match the viewport in that regard.

Ok. I can't seem to get it to work. It's still unpacking the instances in render time. Triangle count is not the same as you can see.
Maybe i'm doing something wrong or i just don't understand what it's supposed to do.
Not using intrinsic index attribute
Not using intrinsic index attribute
Using intrinsic attribute to offset animation
Using intrinsic attribute to offset animation
Attachments
octane_intrinsic.zip
(5.72 MiB) Downloaded 74 times
Win 10 64bit // GTX 4090 + GTX 3090 // 5900x // 64GB // SideFX Houdini // C4D
User avatar
galleon27
Licensed Customer
Posts: 292
Joined: Wed Jul 15, 2015 11:55 am
Location: Serbia
Contact:

ricky_otoy wrote:
galleon27 wrote:Instances are always rendering whether the display flag is on or off.
I had a look, it seems it is more the viewport update. Starting and stopping at each frame does hide it but we will look into it.

Thanks for notifying us!
It's the same when rendering to disk.
Win 10 64bit // GTX 4090 + GTX 3090 // 5900x // 64GB // SideFX Houdini // C4D
ricky_otoy
OctaneRender Team
Posts: 289
Joined: Mon Jun 19, 2023 6:34 am

galleon27 wrote:
Ok. I can't seem to get it to work. It's still unpacking the instances in render time. Triangle count is not the same as you can see.
Maybe i'm doing something wrong or i just don't understand what it's supposed to do.
That looks right to me, if you open that scene in the previous builds you will see the test geo animate all at the same time.
Rendering one item of that test geo will yield about the same VRAM usage as what you have for all instances.
ricky_otoy
OctaneRender Team
Posts: 289
Joined: Mon Jun 19, 2023 6:34 am

galleon27 wrote:
ricky_otoy wrote:
galleon27 wrote:Instances are always rendering whether the display flag is on or off.
I had a look, it seems it is more the viewport update. Starting and stopping at each frame does hide it but we will look into it.

Thanks for notifying us!
It's the same when rendering to disk.
We will be doing a fix for this asap (maybe by tomorrow)
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galleon27
Licensed Customer
Posts: 292
Joined: Wed Jul 15, 2015 11:55 am
Location: Serbia
Contact:

ricky_otoy wrote:
galleon27 wrote:
Ok. I can't seem to get it to work. It's still unpacking the instances in render time. Triangle count is not the same as you can see.
Maybe i'm doing something wrong or i just don't understand what it's supposed to do.
That looks right to me, if you open that scene in the previous builds you will see the test geo animate all at the same time.
Rendering one item of that test geo will yield about the same VRAM usage as what you have for all instances.
Tested it in the previous version and it is as you said.
This is such a game changing feature. Thanks
Win 10 64bit // GTX 4090 + GTX 3090 // 5900x // 64GB // SideFX Houdini // C4D
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