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What nodes can we have and not have?

PostPosted: Sun Jan 19, 2014 8:50 am
by gordonrobb
I know I have asked some. Node questions before. I know we can't have out pr own procedural nodes in the plugin etc.

However, not understanding the limitation, I thought I would ask a p other question. Would it be possible for is to have a simple brightness/contrast node? I use the colour correction with some success, but it simply doesn't do what I expect sometimes.

So, either can we have a really good explanation of how to use it, or our own new node? Either brightness/contrast or levels (like from PS).

Re: What nodes can we have and not have?

PostPosted: Sun Jan 19, 2014 10:28 am
by juanjgon
I can't add to Octane even a very simple node like this. Only Otoy team can add nodes to Octane currently. The Octane nodes have to to be coded using CUDA by Octane developers.

I hope that soon we could see new nodes in Octane.

-Juanjo

Re: What nodes can we have and not have?

PostPosted: Sun Jan 19, 2014 11:59 am
by marchermitte
Yeap, a good color correction node, with Hue, saturation and levels would be so usefull...
What about an ambiant occlusion ovveriding all surfaces, not just the selected one? That would be easy and fast to output a ambiant pass...

Re: What nodes can we have and not have?

PostPosted: Sun Jan 19, 2014 12:14 pm
by juanjgon
marchermitte wrote:Yeap, a good color correction node, with Hue, saturation and levels would be so usefull...
What about an ambiant occlusion ovveriding all surfaces, not just the selected one? That would be easy and fast to output a ambiant pass...


You can override all the scene surfaces using the plugin's override function available in the render target root node options.

-Juanjo

Re: What nodes can we have and not have?

PostPosted: Sun Jan 19, 2014 12:26 pm
by marchermitte
oh, I thought that was only per layer... I'll try that, thanks.