Let me begin by saying that I really like Octane renderer. It’s my primary render for now and I switched from Cycles because Octane was offering extra 10-20% of quality which was important for me. As well as some extra features that weren’t available in Cycles at the time.
The initial transition always comes with some pains. It’s expected with any switch in tools but I was hoping that these initial quality gains will cover some UI/UX issues I noticed from the start. I though, maybe I just didn’t understood the engine well enough so I couldn’t judge some decisions from the point of expertise nor experience.
Unfortunately, once I gained more experience with the engine it only became more obvious that there are many issues that doesn’t have to be there which worsen the overall experience working with Octane make it harder for user to learn on the fly.
I’ll try to give some high level issues that bothers me since they’re global and touches everything. I won't go deep into all specific aspects. It can be done later if needed.
REDUNDANCYIt’s everywhere. With nodes, with node names, with parameter descriptions, with socket description, with settings and how they’re organized. I know it’s probably not super helpful with such broad descriptions so I'll try to make some cases:
1. Projection NodesWhy the are
15 separate nodes for projections?
Maybe there is a deep technical limitation that doesn’t allow for a better solution. If there is then it’s not a great design and it’s better to be re-worked from the core. I can think of at least 3 node designs to reduce this to manageable 3-5 nodes. 3 to 5 times less nodes.
2. Image NodesIs there a reason there should be 4 different Image Texture nodes? I know you can optimize VRAM consumption using appropriate nodes when loading colored vs grayscale images. But is it a user friendly design? You can easily downscale it to maximum 2 nodes with a dropdown menu to select the type you want. But even that is not a great design in my opinion. In this particular case the optimization should be done on the render side where it automatically picks appropriate number of channels to load.
DISREGARD TO BLENDER HUMAN INTERFACE GUIDELINESBlender has pretty good guidelines for the interface:
https://wiki.blender.org/wiki/Human_Interface_GuidelinesI don’t understand why Octane ignores these guidelines. Most of the settings are looking just like a wall of text because how it’s implemented.
I proposed how this can be easily improved just by following the guidelines in this thread on one case:
viewtopic.php?f=115&t=79931Just look how this appear for people with not so good sight. Currently it’s a gray mass. The current blender interface allows for some visual rhythm. There is not enough contrast. All panels suffers from this.
Also there is no way to collapse panels for Octane settings. Everything is crammed together. It frustrates me every time the I have to scroll a lot between two settings I often use when I could have collapsed most of them in proper UI to make sure everything fist in one screen space.
Some nodes are unmanageable because the controls doesn’t make sense like in Range node. You simple can’t easily control it unless you punch in the numbers manually. Which breaks the flow constantly since it a very often used node.
Not using proper place for setting labels.
You also need to stretch the whole node to see what is written there. Many panels suffers from this as well.
There are quite a few such issues which makes the whole experience feel like it’s all cobbled together. Things are lacking polish and thought how to remove the excessive “noise”.
I know Blender UI is unique in some ways but I don’t believe it’s difficult to find good solutions within its constraints.
But to be fair I appreciate creative solutions to overcome some Blender UI issues where you can’t control the order of un-socketed vs socketed fields when coding nodes. And the idea with collapsible sockets. It’s a good idea, but to be honest, I never use it.
INCONSISTENCYNaming and socket colors are different. These should help users to faster navigate within the shading network and new users grasp concept of which nodes can connect with what. It’s out of the window where the whole scheme doesn’t have consistency.
LACKING GOOD DOCUMENTATIONBlender is really lacking in that part it's not really a UI issue but it also affects user experience. I get it. It’s difficult to find time for this. Probably need a dedicated person only for the docs.
The lack of good docs just makes it so much harder to learn Octane for new users. I managed to get by using outer resources mainly for Cinema4D. Still it’s not a great look for Octane for Blender addon.
There are other more specific issues but they can be solved later. These are probably the biggest issues I can think of right now that constantly because they're pretty global and bothers me all the time.
There are other things that I think can be better implemented like how AOVs now work and render view layers implementation. Missing IPR shading controls in a Shading drop down menu.
If there is possible help required with improving this user experience in Octane for Blender I'd be happy to discuss possible opportunities. I'd love to help make Octane better for Blender users and make it feel like a native experience.