The Wishing Well

A forum where development builds are posted for testing by the community.
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NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
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Elvissuperstar007
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Posts: 2483
Joined: Thu May 20, 2010 8:20 am
Location: Ukraine/Russia
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ID material
win 7 /64x C2Quad 6600 2.4/ Nvidia 9800 GX2 1gb 512 bit + Asus 480 GTX/ DDR2 8Gb / NVIDIA 460 GTX 2GB/2x NVIDIA 580 GTX 3GB
Page octane render " В Контакте " http://vkontakte.ru/club17913093
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gabrielefx
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Posts: 1701
Joined: Wed Sep 28, 2011 2:00 pm

[20] noiseless photometric light distribution
[21] target lights with visible ies gizmo
[22] vraysun translation
[23] vray ies translation
[24] texture decal
[25] better procedural textures
[26] physical corrected mixing of materials
[27] wire edge shader that works with materials
[28] support for vray or proprietary proxies
[29] material override
[30] Max render channel output support
[31] 32 bit tonemapped output
[32] alpha on specular materials
[33] realtime lens flare with presets
[34] sky presets
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
Marten74
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Posts: 86
Joined: Sun Mar 11, 2012 2:49 pm

[33] UNDO COMMAND (so obvious it almost feels like a joke).

I think i´ve seen some posts in the forum where people say they don´t need the undo. Sure, it works without. But some times you just want to play around with the sliders, and it would be a mush more comfortable process if you knew you could just hit ctrl+z a bunch of times. And in the cases you actually move something by misstake, or delete something...

I wonder what the reason for the choice of not having it is. Is there a good argument from the developers? It can´t be a technical issue, right?
jrlc7510
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Posts: 24
Joined: Mon Sep 27, 2010 9:14 am

import FBX
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smicha
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Posts: 3151
Joined: Wed Sep 21, 2011 4:13 pm
Location: Warsaw, Poland

[34] (Random) displacement/rotation/scaling of the same image texture connected to a scatter node and instances.
[35] Algebraic transforms, i.e., multiplication (also by negative numbers), addition, etc.
3090, Titan, Quadro, Xeon Scalable Supermicro, 768GB RAM; Sketchup Pro, Classical Architecture.
Custom alloy powder coated laser cut cases, Autodesk metal-sheet 3D modelling.
build-log http://render.otoy.com/forum/viewtopic.php?f=9&t=42540
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mimbik
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Joined: Sat Feb 19, 2011 3:33 pm

[36] Mabye some extra Camera responses. Great feature
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smicha
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Joined: Wed Sep 21, 2011 4:13 pm
Location: Warsaw, Poland

[37] negative scaling in any of x,y,z directions
3090, Titan, Quadro, Xeon Scalable Supermicro, 768GB RAM; Sketchup Pro, Classical Architecture.
Custom alloy powder coated laser cut cases, Autodesk metal-sheet 3D modelling.
build-log http://render.otoy.com/forum/viewtopic.php?f=9&t=42540
MattRM
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Posts: 199
Joined: Wed Jan 27, 2010 6:06 pm
Location: Luxembourg
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Hi all,

>> Alembic static / anim ?
>> Timeline and key for animating data
>> obj reader with obj animation option
>> Better transform (object based rotation, not rotation from center) and scatter
>> 3D volume datas for smokes and clouds, to voxel them and put volumetric shader (standard, not from nowhere ;) )
>> A solution to bypass the gpu memory limit, like buckets / shared system memory as option ( I know, less fast but better for production ) ?
>> a real matte material, with direct transfert color, reflection, refraction and co
>> 3d support other than anaglyth, polarized, dynamic and option to output the separate two pictures

I know it's a whish list ;)

Matt
Rikk The Gaijin
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Posts: 1528
Joined: Tue Sep 20, 2011 2:28 pm
Location: Japan

[38] on-screen axis manipulators for move, rotation and scale (like any other 3D application)
[39] object-based rotation pivot
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MB
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Joined: Tue Jan 15, 2013 3:41 am
Location: Washington, D.C.
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(40) combined HDR and daylight lighting system
Windows 11, 2x Intel I9, 64GB Ram, 2x GTX 1080 TI, 1 x RTX 380 TI, Oculus Quest 2
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