Which feature do you need AFTER VERSION 2.x

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Rikk The Gaijin
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object-based rotation pivot
on-screen XYZ manipulators for move/rotate/scale
treddie
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Heheh. I think I need to bow out of this one. I was shocked, SHOCKED! mind you :) that my idea of essentials was diametrically opposed to the majority of users needs. I was like, down in the bottom 2%, or something.
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matej
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* Truly free 360deg camera navigation for the standalone, that would not get gimbal locked all the time.
* That scrolling the graph inspector would not also inadvertently change slider values
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cybernoid
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Seekerfinder wrote:
kavorka wrote: For the 400x speed up, they said that after testing it more in real scenes it didn't work how they thought it would, so I would just forget about that one.
Yeah speed in the core render engine has seemingly reached a ceiling. Jules Urbach announced massive speedups at last year's GTC (or Siggraph?) which is when I think the team realised they needed the big re-coding thing to achieve the great feature set we're seeing coming now - at the cost of speed (a speed decrease in fact, around 10% according to Abstrax). So speed increases seemed to have moved from a software approach more to a hardware approach with more cuda cores every year per GPU from Nvidia and of course now network rendering and cloud rendering.

Oh I thought I had heard mention of upcoming speed increases (for multiple lights?) that was supposed to be in 1.5 but I wasn't sure if that was user wishful thinking or had been officially confirmed by OTOY?

So should we expect a ~10% speed decrease with Octane 2.0 across the board? :-(

I understand that sometimes these things aren't that simple especially when new features are added but I guess it would have been nice if features like OpenCL support had been added to make up for this.
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Seekerfinder
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cybernoid wrote: So should we expect a ~10% speed decrease with Octane 2.0 across the board? :-(
No, the decrease is already there in 1.5. What I meant to say was that incremental speed increases used to be there with almost every new release (and many new RCs) while now, as a result of the re-coding exercise, the focus has shifted to features at the cost of speed. I am sure Otoy will continue to find ways to improve speed in future - that's what makes Octane Octane. Just don't expect it in 2.0...

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Dmi3ryd
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render passes!
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gordonrobb
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Better procedurals - which it looks like they are addressing with LUA but not necessarily in Version 2

A LW style gradient node, that allows you to create a multi-point (colour or greyscale) node that can be based on height, distance to something, slope, bump, incidence angle, another texture etc. This is excellent for a lot of texturing situations. I have mentioned it on more than one occasion, and have never had a sniff of a reply about it :(
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Rikk The Gaijin
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gabrielefx
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I pre ordered the Oculus RIft DK2.

I would like to have a stereoscopic output for this device and a node connection to handle the gyroscope.

I don't know if Brigade will be implemented in Octane or it's based on the same technology.

Tomorrow with few gpus we will able to explore, texturing and lighting in realtime our virtual spaces. The design approach will change forever.

regards
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Rikk The Gaijin
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gabrielefx wrote:I pre ordered the Oculus RIft DK2.

I would like to have a stereoscopic output for this device and a node connection to handle the gyroscope.

I don't know if Brigade will be implemented in Octane or it's based on the same technology.

Tomorrow with few gpus we will able to explore, texturing and lighting in realtime our virtual spaces. The design approach will change forever.

regards
I pre-order it as well, and it will be supported in Version 2.0
Support for new display types – OctaneRender™ 2.0 will support new presets that can be used to
render scenes directly for new display types including VR devices such as the Oculus Rift.
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