Despot wrote:I really wish you'd add a threshold or a tightener to Bloom and Glare.
The ability to be able to focus the effect on just the brightest pixels in the image gives a much more realistic result.
+10000
Despot wrote:I really wish you'd add a threshold or a tightener to Bloom and Glare.
The ability to be able to focus the effect on just the brightest pixels in the image gives a much more realistic result.
J.C wrote:Despot wrote:I really wish you'd add a threshold or a tightener to Bloom and Glare.
The ability to be able to focus the effect on just the brightest pixels in the image gives a much more realistic result.
+10000
Goldorak wrote:On the todo list
bloomendale_1 wrote:i'm new to Octane so only most important)
1) be able to pass geo data (attribs) to octane - i know that houdini is light years ahead of any software on the market in terms of passing and using data, but even there i have to use uvs to sample textures (on discs or generated on the fly in COPs) and use some attribs in Octane. it's... ridiculous.
2) some packed geo -> instance implicit conversion + delayed load procedural support (houdini plugin)
3) disc primitive for points, curve primitive (tube, strand)
4) volumes - be able to sample parameters of the shader from a field. i would appreciate having checkbox with "Slows down your render considerably" instead of "not implemented for perfomance reasons" hint in manual.
special cases:
- vector field to color density field
- 2 scalar fields for density and emission (heat and temperature)
5) nested dielectrics
MistAjuliax wrote:Any chance to have an octane 4.0x version to get issues solved and have minor improvements and new features ?? I need a new pass : a normal volume pass to get lighting in game engine with sprite sheets from fire/ smoke effect ...
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