Fake Pilot wrote:Outline render for toon shader.
5 years later, would love to see this feature. Just getting consistent line weights for concave and convex edges and silhouettes of objects would be incredibly enabling.
Fake Pilot wrote:Outline render for toon shader.
mohari.mate wrote:An updated OTOY live database would be really really good with vegetation, assets like vehicles, signs, new materials etc... Even if its not free i would register cuz for archviz it takes a TON of time to make it done.
joemoak wrote:Fake Pilot wrote:Outline render for toon shader.
5 years later, would love to see this feature. Just getting consistent line weights for concave and convex edges and silhouettes of objects would be incredibly enabling.
leave2 wrote:Displacements are by far Octanes most obvious weakness. The implementation of them is terrible, and lag behind even ancient renderers like Modos. Like already stated above, vertex displacements just aren't an option for 99% of people interested in speed and efficiency.
I remember the most I realised how bad they were. I needed to add two displacements together to create slightly embossed text on a logo, and when using vertex, it added 3 million triangles to a scene that was only 820k to begin with.
Compare that to Modo where you just drop a displacement in the shader tree and you can stack them all day.
I actually don't understand why displacements are so bad in this renderer.
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