OctaneRender™ Standalone v1.02 (obsolete)

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kavorka
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MattRM wrote:Hi all,

Great stuff as usual ;) (ok, the opacity bug from obj is quite boring, solved by not import material)

I have a request, put a button to deactivate, when you click on a material, the preview material sphere... cause, many times (or all time) the preview mat model is longer to compute than the selected obj itself. For myself, I export multiple obj and do shading by obj in my scene. More easy, cause you see uv correctly and co.

Is it possible to had this kind of button or mode ? Like if you select an material, only rendering the obj where is it connected please ?

Thanks,

Matt

I am not sure exactly what you are asking. But if you want to be able to select a material without it bringing you to another render window, there is a button to disable that above the node graph (looks like a sphere with an eye over it). It is enabled by default. Another option is to select the material on the left hand side of your window where it lists everything in your scene.

If that is not what you meant, please clarify.
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matej
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I'm not sure what exactly is MattRM asking either, but I would like to be able to visualize single texture nodes on the specific model / scene in an "unshaded" mode, instead of using the ball. The ball scene is practically useless for any real material work (distorted coordinates, forced lighting, small scale...).

Thus, the whole scene would function as a "preview" (the texture preview in NI is only partially useful too - mainly because it's small and it doesn't show how the texture is mapped on the model)
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necko77
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Ortho camera is pretty useless for me at this moment cos navigating via numeric numbers is hard and slow...
Im wondering why don't implement some kind of presets (top,bottom,left right,increment to right or left,up or down)

Plz copy and paste it from BLENDER and you will have perfect solution for ortho camera
or make some kind of command "adjust ortho camera to clicked plane"

I love quick navigation via numeric keyboard...the fastest one around
in all other programs you loose more time adjusting ortho camera

So follow 1 click - finished job rule...

Thx
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matej
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+1 for the numpad quick camera positioning (front, side, top + opposites). This commands should also reset correctly the up vector of the camera, so that the navigation does not become blocked.

What is crappy about Octane camera navigation is that if you want to reach some quite different position / angle, that requires moving in a different plane than the default one in which the camera was set up, you have to adjust the up vector values. You do this more or less blindly, because it's totally un-intuitive. Seriously, show me one commercial application, where the user needs to tweak some sliders, so that he is able to reach a certain POV, without the camera "falling on the side" and "hitting hidden walls"... :roll:

Also, lots of users are complaining about input sliders being too coarse - if you just touch the slider, the camera or object moves away for a few kilometers. Implement a modifier key, shift or something, that would scale down the amount of slider movement. Like it's done in Blender, where you can shift-slide anything to make it change values slower.
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FrankPooleFloating
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+1

..and if you are adding micro adjust to sliders with key, how about another key that snaps to 1 whole unit (meter, whatever)?

..and snap to 15/45/90 degree camera rotations (when holding 3 different keys)?

Someone should take all these good ideas from all the different threads and paste them into one place where Otoy can easily see them.
Last edited by FrankPooleFloating on Sat Dec 22, 2012 2:41 pm, edited 1 time in total.
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ROUBAL
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@Matej : When moving a slider, just press the Alt Key, and the precison of the slider is increased (amplitude is divided) by the same factor used for multiplier when using Shift Key !
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MattRM
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kavorka wrote:
MattRM wrote:Hi all,

Great stuff as usual ;) (ok, the opacity bug from obj is quite boring, solved by not import material)

I have a request, put a button to deactivate, when you click on a material, the preview material sphere... cause, many times (or all time) the preview mat model is longer to compute than the selected obj itself. For myself, I export multiple obj and do shading by obj in my scene. More easy, cause you see uv correctly and co.

Is it possible to had this kind of button or mode ? Like if you select an material, only rendering the obj where is it connected please ?

Thanks,

Matt

I am not sure exactly what you are asking. But if you want to be able to select a material without it bringing you to another render window, there is a button to disable that above the node graph (looks like a sphere with an eye over it). It is enabled by default. Another option is to select the material on the left hand side of your window where it lists everything in your scene.

If that is not what you meant, please clarify.
Yes it's exactly what I try to found :oops: I'm a noob... I use Octane for still images but never found this button... Maybe because I tried to found it in the render viewport ;) . Thanks for the tips...

Matt
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matej
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ROUBAL wrote:@Matej : When moving a slider, just press the Alt Key, and the precison of the slider is increased (amplitude is divided) by the same factor used for multiplier when using Shift Key !
Thanks. There is small bug though: in my settings it says Shift for camera multiplier, but that does nothing, instead it's Ctrl. Actuality no matter what I set there it's alway Ctrl or Super that affects the speed of sliders.
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pegot
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Where do we find information on what the new features are in test release v1.02, and how to use them?

Specifically, what is the new "Model" node in the Daylight Environment system for and how is it used?

Also any information on the new Post-Processing nodes is appreciated. Nothing seems to happen when I manipulate any of those sliders.

Thanks.

NEVER MIND about the Post-Processing just got that to work - WOW that's beautiful :) But still would like info in Model for Daylight....
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MattRM
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Hi all,

An other thing that can be very very usefull in Octane. Change the transformation matrix in something similar than other 3D soft... In attachment, two screenshot showing the difference in transformation to match blender tranformation (or other 3d apps). It will be great to hide the math and do something more artist friendly, at first have the rotation axis in local object, not have rotation object at world center (keep position offset in global world). Also, for the scattering node, have the possibility to input transformation like this :

[tx, ty, tz, rx(in local obj), ry(in local obj), rz(in local obj), sx(in local obj), sy(in local obj), sz(in local obj)]

Will be easier to setup asset and easier to export scattering information from 3d apps or directly wrote it in scattering node. More artist friendly, less mathematical friendly ;) You can keep also the other mode to be compatible with external scattering apps.

Hope will be possible

Matt
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