Hey hey,
I made a post over on FB which got some traction, thought to post here also.
Im going to copy and paste what I said there. Feel free to check it out over on FB: http://www.facebook.com/groups/OctaneRe ... 066238593/
Theres a post in the last day talking about intersecting volumes once again. Just thought to re-iterate that this is still a major issue. Im aware a 'solution' to this is turning off "Emulate Old Behavior" however the appearence from volumes using this isnt desirable/good. The look of Volumes with this on is fantastic, but we now get intersecting. We NEED to be able to have the look from volumes with the Old Volume Behavior ON, and be able to layer up volumes till our hearts are content without intersecting with variable step lengths, sizes and density's as layering this is so important.
A secondary point with doing large environment work, Octane DOESNT have a good workflow for natural atmospheric haze/absorption. You essentially need to create a massive volume KM's wide to fit a whole 1:1 scene in. This 10000% should be a feature of the daylight / HDRI rigs. Now that your whole scene is in a volume, positioning cloud layers/overlapping cloud types within this is such a huge pain point as so many problems can arise.
I really hope:
1. The daylight/HDRI rigs get a propper atmospheric system thats reactive/natural so we dont need to manually position a gigantic volume. The system in Corona, or Unreal, Or Arnold, Or Vray is something we NEED here in Octane. Here it is in Corona for example: https://www.youtube.com/watch?v=4Xhr62C7INM
We cant do this using the current volume tab within the rigs with anything large scale as the scene just gets coated in blackness no matter how low the values go. If the scene is too big, it will still be dark.
2. This rig would also benefit hugely from having propper and true gradated height fog.
3. The VDB system gets another overhaul to allow for intersecting volumes with the original volume appearence that allows various step lengths, density, volume scales, intersecting etc.
We can obviously get awesome environment renders using Octane, and all the above is managable in achieving that. But solutions to these issues would only increase that bar, give more creative freedom, and remove the pain points currently in the workflow.