Hello Paride, first of all thanks again for the feedback.
with all due respect, I like to disagree here. Like you I also used vray for years, have been beta tester and also worked with maxwell for a few month , I am totally aware of the different approaches of the engines.
But although I cannot be 100 % sure, I really have difficulties to imagine that such thing would be so hard to implement. I am talking about a multiplier for diffuse reflection, so imagine this:
Let's say I have a surface that has a grey of 100, the surface is lit by direct and indirect light, light is hitting the surface, resulting in a certain amount of illumination. Depending on its physical characteristics (mainly its color for diffuse reflection) it will absorb a part of the received light and emit the rest onto other surfaces.
With a "multiplier override" it would be possible to simply increase the amount of each emitted light entity by let's say e.g. 20%, which would be equivalent of an grey color of about 122. so octane would simply "show" the grey 100 but use a grey 122 for the diffuse reflection.
We can argue if this is a worthy thing to add ( IMHO it is... ) but the argument "we can do this in post" is true for 80 % of everything...
I am interested in having a convenient way to edit material looks without changing the lightning situation everytime and as an addition to have a good way of getting more light in problematic scenes, beside that a saturation slider would give me control over unwanted color bleeding.
I see that the devs are probably fixing the last bugs for the next release which is of course a good thing, so i will wait for a few more weeks now and I am curious If this will ever get any attention aterwards...
best regards
Andreas
paride4331 wrote:Hi Andreas,
before being an Octane user, I was Vray and Maxwell user; two very different engines, with different qualities and defects.
Software like Octane and Maxwell do not allow these tricks but this is not a flaw, it depends on about render engine.
GPU render engine programming is very challenging compared to CPU render engine, so features like you ask for, that might seem simple to have, is actually very complex for an unbiased GPU engine.
I think developers will want options like you ask for, but they are very busy with other structural features at this time (see 3.08 SDK and 3.09 SDK) and as you said, override material tool can be solved with post editing.
Regards
Paride