1. first thing i experienced is that i couldnt really convert materials from vray
complex channels (layer shaders etc) in diffuse for example seem to get lost completely on conversion
a small thing is all material name get a oct_ at the beginning of the name...
with smaller previews you see only oct_, oct_, oct_ etc, and its not possible to tell the name.
maybe using _oct at the end of the name would be better?
2. i think i read you must use the octane imageTexture "node" when you want to use an image texture?
inside this node i can select a texture, but it is not using the standard c4d dialog for it.
so i cant use a psd file and select a certain psd-layer for example.
and i cant use complex layer shaders (any c4d shaders)
it would be really nice to get that functionality! (so the above conversion would be possible, too)
3. as said before it would be nice to be able to use standard c4d material preview scenes.
i often use different previews. sphere for metal for example, plane for decals/logos, rounded cube for texured materials like wood etc.
maybe it would need custom ones for octane... it would be just nice that its possible to modifiy them by the user (use different preview objects)
(low priority of course)
4. an idea.. if u used high resolution textures for another renderer for example... wouldnt it be nice
to have an internal texture size output limit, an optional downscaling before the texture is transferred to the gpu?
so you wouldnt have to optimize/downscale your textures. this could be global, per material or per texture node.
it would need to be right before sending it to the gpu (after processing c4d layer shaders etc)
just an idea.
5. i stopped trying (for today) after i got cuda errors and had to kill c4d (because of repeated error dialogs
that didnt stop) but i had problems anyway with c4d stability
still.. i was able to produce some nice results.... i hope u stay on the project and make this a success!
