Hi everyone,
playing for the last days with Octane, pretty impressive.
To me it lacks some important features before used in a production.
Unbiased is great, but I think a bit of flexibility, or tweaking, would be great.
-Hide from camera. Sometimes, we don't want to see a panel light behind an object.
-different viewport/render values should be considered, per exemple the Meshsmooth modifier. For the moment, we need to enter the final iteration in the viewport.
-Obviously, render passes. It can be very handy to seperate reflection from refraction sometimes, and mix everything in post.
-Some procedural maps, like a gradient ramp. It's a great tool fox mixing textures.
-mixing map with fusion mode (additive, multiply...), and the same feature for material.
-real disc and sphere lights (not lowpoly)
-a real aperture system. I thnk the fstop just controls the exposure for the moment, not the blur.
-Going beyond 1 for normal power.
And sorry if these features has already been posted...
some wishes
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- matttrebor
- Posts: 38
- Joined: Fri May 03, 2013 10:07 am
And rpf files don't seems to contain any camera data.
I second gradient ramp, and would also add noise map. =)
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- matttrebor
- Posts: 38
- Joined: Fri May 03, 2013 10:07 am
The LiveDB's textures path seems to be reset to its default path each time 3dsmax is loaded.
EDIT : is there a way to use bump AND normal ? Normal seems to desactive bump map.
EDIT : is there a way to use bump AND normal ? Normal seems to desactive bump map.
- matttrebor
- Posts: 38
- Joined: Fri May 03, 2013 10:07 am
"mix texture" doesn't work for normal map.
- matttrebor
- Posts: 38
- Joined: Fri May 03, 2013 10:07 am
It would be nice to have a different roughness value for reflection and refraction.
Some liquids have blurry refraction with a sharp reflection (like all liquids)
It could also be achieve with a mix material with the (missing) additive mode.
Some liquids have blurry refraction with a sharp reflection (like all liquids)
It could also be achieve with a mix material with the (missing) additive mode.
- matttrebor
- Posts: 38
- Joined: Fri May 03, 2013 10:07 am
This is what I get when AlphaChannel is checked.
Alpha is cropped on the cylinder.
It happens with a diffuse/emitter object.

Alpha is cropped on the cylinder.
It happens with a diffuse/emitter object.

Attach light to a camera (inside of the standalone, of course)
It would be very nice to have a checkbox in the camera to turn on/off some kind of flashlight/torch (along with controls for its temperature, power, etc...) That would simplify very much the process of lightning the scene as in the real world.
It would be very nice to have a checkbox in the camera to turn on/off some kind of flashlight/torch (along with controls for its temperature, power, etc...) That would simplify very much the process of lightning the scene as in the real world.