development update

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Re: development update

Postby mbetke » Fri Nov 08, 2013 8:18 am

mbetke Fri Nov 08, 2013 8:18 am
Thanks for the update! I already thought you guys forgot us.
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Re: development update

Postby cfrank78 » Fri Nov 08, 2013 8:42 am

cfrank78 Fri Nov 08, 2013 8:42 am
Hi Markus, hey Thomas!

Thanks for the overview of the development! We all have a lot to doo :-). We are all working hard - also the users of the Forum! Honestly......thats no reason, why you didn´t give sometimes a little footage to us :-). Also, please don´t forget that very many users here, also worked very hard in cooperation with plugin developers, to test, develop and try things out. Thats also pretty time consuming! :-) I don´t know how many hours i tested for Ahmet. Must be weeks, but finally the C4D plugin becomes really awesome.

But nevertheless, thanks for (finally) giving us some infos!

We knew that you were working hard, and i allready assumed, that you had to rewrite a lot of the old code structure. I know a bit of c++ too.

One question i have: You showed in the picture about textures "transforms.png", in the chapter Border mode: wrap arround, black/white/clamp. I assume this is the mapping right? will there also be spehre, cubic, planar, and some more?

Also i would wanna know - will there be better controls of an HDRI image. scaling and especially moving in x and y!

Kind regards Chris!
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Re: development update

Postby gabrielefx » Fri Nov 08, 2013 9:02 am

gabrielefx Fri Nov 08, 2013 9:02 am
few retouches for an already good software
I like :
cast shadows on-off
visible by camera on-off
texture border

what about:
visible in refractions?
visible in reflections?
HDR+sunlight?
distributed render? (Thea, vray-rt)
gpu+cpu? (Thea, iray, vray-rt, Arion)
motion blur?
micro displacement?
lights with target point?
real ies distribution?
linear ies lights?
light projectors?
light filters (exclude from that light)?
better procedural noise textures?
batch save of render channels?
alpha on specular materials?
mix of two materials with add, sub, multiply, etc?
anisotropic reflection?
real life ior values?
stereoscopic rig cam?
stereoscopic output? (real frame not anaglyph)
exr multi layer or AE composition output?
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Re: development update

Postby matej » Fri Nov 08, 2013 9:47 am

matej Fri Nov 08, 2013 9:47 am
Thanks for the update Marcus, really appreciated :)

Improvements to the nodal system (multiple & generic inputs & outputs, yes!) and scripting = very nice stuff! Now I wont need external Python scripts to automate overnight Octane render jobs, I suppose.

Time to learn some Lua... :D
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Re: development update

Postby Chris » Fri Nov 08, 2013 10:02 am

Chris Fri Nov 08, 2013 10:02 am
Cheers! Thanks for throwing us a bone :)
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Re: development update

Postby j7th » Fri Nov 08, 2013 11:09 am

j7th Fri Nov 08, 2013 11:09 am
gabrielefx you forget OpenVDB, OpenSubDiv, Ptex and EXR 2.0 with deep data
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Re: development update

Postby mib2berlin » Fri Nov 08, 2013 11:18 am

mib2berlin Fri Nov 08, 2013 11:18 am
Yes and we need also the make nice button, thanks for update. :mrgreen:

Cheers, mib.
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Re: development update

Postby FrankPooleFloating » Fri Nov 08, 2013 1:49 pm

FrankPooleFloating Fri Nov 08, 2013 1:49 pm
Marcus, thank you so very much. This was getting somewhat overdo, but we all understand a little better now. I'm excited. :lol:

However, like Gabe, I am wondering about:

visible in refractions?
visible in reflections? <-- specifically, this one!

Or were you lumping everything into Caustics?...

And it sounds like you can set an emitter to have no effect other than providing light (not cast shadows or block hdr bg etc)... is that about right?
Last edited by FrankPooleFloating on Fri Nov 08, 2013 4:52 pm, edited 3 times in total.
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Re: development update

Postby radiant » Fri Nov 08, 2013 1:58 pm

radiant Fri Nov 08, 2013 1:58 pm
Marvelous work devs :D
Couldn't imagine the programming behind it

I have to say out of all features i will mostly enjoy the node grouping as this has been something i have wanted since '11
And the viability feature will also be good for compositing,

A few questions though:

Will the visability feature work with the a diffuse plane (ground) with the "matte" feature to work? with a alpha background
So we can grab the caustics, AO and shadows into separate render passes?

I may be a bit of a noob with lua but what could this be use for to the average user?
create custom made nodes like a uber shader? or some sort of 10 clicks in one node?

With there also be documentation with a command library and examples?

Thanks
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Re: development update

Postby Silverwing » Fri Nov 08, 2013 5:43 pm

Silverwing Fri Nov 08, 2013 5:43 pm
Great news there!

Thanks abstrax for this nice post.
I´m really relieved to finally read some progress reports here ;-)

The rewrite of the node system and the Alembic support sounds amazing.
I´m also looking forward to the features past 1.5

This made my day!

Cheers,
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