xcaseyx wrote:I would absolutely love a way to duplicate complicated material chains, example.
Id like to copy this entire chain, and be able to paste it so that I can keep this exact flow, and then be able to swap out the image textures.
FlowFireGames wrote:Hello, here my suggestions, mostly simple ones
- Please let us somehow choose which color is displayed for alpha in the picture viewer. The default is black and rendering out black shadows and similar things are impossible to check
(Also, if you disable render passes, the alpha color is white, while enabled it is black for some reason) - Please let us use the C4D background to set a alpha color like C4D does or a setting in the octane menu, this is important to combat color bleeding/ghosting
Image textures should probably be pre applied the materials just like in the HDRI environment
Index should be named to Refraction Index or similar.
The name convention of the 3 material types is also very confusing. In the material itself, you use specular for brightness of reflections.
But then in the 3 materials, you choose the name Specular for a refractive material, but there you don't use the name specular for reflection strength, but the correct "reflection"
So I suggest renaming the specular in the glossy material to reflection and the specular material to or translucent or such.
- The bloom and glare effects should have a threshold slider, which is very basic for bloom effects. Without it is often not possible to use the bloom or glare effect without overblowing much of the image
- Please let us choose an angle modifier for the smoothing in the material just like the C4D phong, having just a binary option is very limiting.
- Please give us a way of rendering out the beautiy pass with the other render passes into one file. Currently I have to combine black shadows and beauty pass painfully for hundreds of rendered images afterwards. This would also be generally nice for many other cases.
- The specular color and the float slider interact very strangely, this should be looked at
brasco wrote:Hi Ahmet,
Not a major problem but one that's popped up a few times recently for me:
Can we have the Render Time Limit:
based on the Octane Render time stats and only after it has loaded the scene?
Currently the first frame, on a lot of animations I've done, include the scene load time as well as the render time so the frame finishes too soon and doesn't get the same time to resolve as the other frames.
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