yogurt wrote:good morning,
I use (I would use but often choose vray because octane lack these important requirements) octane render for 3dsmax and I consider it important to include these things:
Few notes on what You just wrote:
yogurt wrote: a real camera setting with focal leght in mm and not in fov
These could be easily counted based on FOV - so it's only a matter of getting used to conversion.
yogurt wrote: camera setting ,imager, postprocessing or on camera or in render setting so you do not understand who controls who
leave one on defaults & use only the other to control - again, it's more of a usage issue, not functionality. & actually having imager separatelly from camera helps in multi-cam situation where You would like to make changes that would be reflected for all perspectives.
yogurt wrote: white balance in kelvin
converting temperature to color is not that hard & actually having color gives more flexibility as well - just play around
yogurt wrote: clipping on camera
camera clipping is already in OctaneRender (at least standalone)
yogurt wrote: lens shift vertical and orizontal
it's already there, simply get camera parallel to the ground & use shift (that's how things done in the real world)
yogurt wrote: fix the export camera form max to octane standalone
not sure about this, since it is a long time I used export, but yeah there were some camera mismatch
yogurt wrote: Light invisible from camera
correct me if I'm wrong, but it's possible to make light not visible to camera already
yogurt wrote: Ability to enable and disable motion blur
not sure about this, sorry.
yogurt wrote: hdri rotation on z axis to default
add 0 into rotation field & problem is solved
yogurt wrote:are things very important i think
as You see most of You issues already have solutions, so just get use to them. Feel free to drop a line if You need any help.