OctaneRender for Houdini development preview

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Testing the support of the Houdini primitives, nurbs o bezier surfaces rendered as tessellated meshes in Octane.

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The new features of Octane 3, that will be available in the Houdini plugin along this year, after the initial release this summer

http://home.otoy.com/otoy-unveils-octanerender-3-worlds-best-gpu-renderer/ [home.otoy.com]

-Juanjo
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The new features of Octane 3, that will be available in the Houdini plugin along this year, after the initial release this summer

http://home.otoy.com/otoy-unveils-octanerender-3-worlds-best-gpu-renderer/ [home.otoy.com]

-Juanjo

sorry, but the release date is too much of marketing.
summer for a alpha version and in the second half of the year the release? that could be december that's fully 9 months away.

but at least they ad the required features so nice to see. :-)
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The new features of Octane 3, that will be available in the Houdini plugin along this year, after the initial release this summer

http://home.otoy.com/otoy-unveils-octanerender-3-worlds-best-gpu-renderer/ [home.otoy.com]

-Juanjo

This is a HUGE release with support for VDB and volumetrics, and also OpenCL(no longer limited to Nvidia). Maybe now i can transit from Quadro to Firepro(w7100 has 8GB of VRAM). Thank you for your great work, i can't wait to play with the beta….
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Curious to see how the OpenCL implementation stacks up to CUDA. If LuxMark is any indication it could be a huge boon. But from what I've read previously with other renderers with dual support is that it won't compare. Any initial hints with regards to Octane?
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Full support of the Houdini instance node. The instances are rendered using the powerful Octane instancing feature.

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Nice!

Is there a way to pass different shader parameters to each instance. ie, allows each tree to have a different colour?
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Nice!

Is there a way to pass different shader parameters to each instance. ie, allows each tree to have a different colour?

In Octane you have a shading node to get a random number for each instance, so for example it is easy to build a shader to get a random colors in the trees.

-Juanjo
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Instance random number useful.

Are we able to recover geometry attributes from within the Octane shaders? We're always using geo attributes to drive shaders..
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Not currently. The GPU shaders and nodes can't evaluate CPU attributes from the host application at render time to avoid performance problems. Anyway this can change in Octane 3 with the support of OSL to build our custom shaders and nodes

-Juanjo
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Thx, I was hoping you'd say that

Btw, what's the plan for linux support. I imagine most people here are v linux dependant..
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I want to support Linux ASAP

BTW … usually what Linux Houdini version is used in the studios (gcc 4.4, 4.6 or 4.8 )?

-Juanjo
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We're all moving (have moved) to gcc 4.8.

Think that'll be a v safe bet for you.
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Check out the VFX Reference Platform; http://www.vfxplatform.com/ [vfxplatform.com]
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Thanks !!!

-Juanjo
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Rendering particles with Octane

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wow!
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While waiting for the native OpenVDB volume rendering of Octane 3, even now we can render volumetrics with Octane 2.2 and the amazing Houdini volume conversion tools

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Looks amazing, I'm already using Octane in C4D all the time, and this will be such a win also from a pipeline perspective! Just prepare everything in Houdini and spit out an ORBX in the end and there we go

Do we have any update regarding the Houdini Indie situation? Because right now that's all I have access too…
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