Which feature do you need the most?

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Which feature do you need the most?

Region Render
139
6%
Network render
84
4%
Render Passes
238
11%
Hair&Fur
286
13%
Particles
228
10%
Multilight
155
7%
Internal Texture Mapping (planar, box, spherical, cylindrical, camera and so on)
86
4%
Undo
104
5%
Volumetric: fire, smoke, clouds
369
16%
Mixing of daylight and HDRI environment
211
9%
Subdivision surfaces (OpenSubDiv)
80
4%
Multi UV channels
129
6%
Rounded edges
130
6%
 
Total votes: 2239
gordonrobb
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Perhaps a new thread started, which allows people to first list their requests, and then a poll is created from that?
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abstractmedia
Licensed Customer
Posts: 71
Joined: Sat Jul 13, 2013 6:12 pm

An intuitive environment fog. Z-Depth works alright, but It'd be awesome to have more control over it.
BoyAndRobot
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Posts: 16
Joined: Tue Jan 29, 2013 3:10 am

This is not rendering-related :

In the wake of recent Heartbleed incident
http://en.wikipedia.org/wiki/Heartbleed
http://mashable.com/2014/04/09/heartble ... -affected/

It would be nice if we could change the password of the license.
kostache
Licensed Customer
Posts: 63
Joined: Sun Mar 17, 2013 12:47 pm

I wrote about it several times, but still got no answer. Could it be possible to make a dynamic boolean shader in the further Octane versions? It's most required (and I think not for me only) feature in the Octane at the moment.
heinz0r
Licensed Customer
Posts: 25
Joined: Tue Jul 12, 2011 7:05 pm

Something that is not on this list. A sss version that doesnt have to be 100% perfect but rather be approximate and fast, and if possible, usable with the direct light kernel.

The way it is now, any kind of sss is dragging render times down by a massive factor and there should be an alternative to this. I like totally physical accuracy as much as the next guy, but especially for sss and skin shading in particular we will never really have a status quo and something that we would assume as the perfect representation, so I would rather have a solution that is fast and looks plausible but it does not have to be 100%. It just has to be fast and usable. That is way more important, otherwise Octane will probably never make use of its biggest advantage with the speed it can deliver.
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sikotik13
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Location: Iowa, United States

heinz0r wrote:Something that is not on this list. A sss version that doesnt have to be 100% perfect but rather be approximate and fast, and if possible, usable with the direct light kernel.

The way it is now, any kind of sss is dragging render times down by a massive factor and there should be an alternative to this. I like totally physical accuracy as much as the next guy, but especially for sss and skin shading in particular we will never really have a status quo and something that we would assume as the perfect representation, so I would rather have a solution that is fast and looks plausible but it does not have to be 100%. It just has to be fast and usable. That is way more important, otherwise Octane will probably never make use of its biggest advantage with the speed it can deliver.
What are you using for skin? I use a convincingly approximate (and vastly more complex than I would have thought to assemble) node setup, and my render time for using that with the same images as a basic diffuse material are roughly 5 seconds longer at 1920x1080. I hardly consider that a factor, as it extrapolates out to roughly 4 minutes longer to crank up every render setting and output at 5460x1080 (for a desktop image, I'm aware the size looks odd). I would easily consider that "fast and usable" without being 100% accurate... Which nothing I've seen so far actually is anyway.
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Seekerfinder
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sikotik13 wrote:
heinz0r wrote:Something that is not on this list. A sss version that doesnt have to be 100% perfect but rather be approximate and fast, and if possible, usable with the direct light kernel.

The way it is now, any kind of sss is dragging render times down by a massive factor and there should be an alternative to this. I like totally physical accuracy as much as the next guy, but especially for sss and skin shading in particular we will never really have a status quo and something that we would assume as the perfect representation, so I would rather have a solution that is fast and looks plausible but it does not have to be 100%. It just has to be fast and usable. That is way more important, otherwise Octane will probably never make use of its biggest advantage with the speed it can deliver.
What are you using for skin? I use a convincingly approximate (and vastly more complex than I would have thought to assemble) node setup, and my render time for using that with the same images as a basic diffuse material are roughly 5 seconds longer at 1920x1080. I hardly consider that a factor, as it extrapolates out to roughly 4 minutes longer to crank up every render setting and output at 5460x1080 (for a desktop image, I'm aware the size looks odd). I would easily consider that "fast and usable" without being 100% accurate... Which nothing I've seen so far actually is anyway.
Sikotik13,
Sounds good. Could you show us an example and perhaps share your node structure?

Seeker
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sikotik13
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Location: Iowa, United States

I'll have to run a new render after class this afternoon. Realized that all of the reference images I have atm are *ahem* adult. Will do.

I got the structure from 3dMania anyway, I just set it as a template and drop my maps into diffuse and bump. I highly doubt it would pass anyone's test as "real" skin on close inspection, but I find it approximates rather well. Also just realized since I use it in a plug in, it may have zero relevance for standalone, but if someone tech-savvy gets it, maybe they could figure that part out. Should be a good start point anyway, I would imagine.
Here's the node graph editor as displayed in-plugin:
CaptureNGEedit.png
EDIT: Adding these here as it makes sense to me to have them so.

Standard Diffuse mat conversion:
DZDefaultTest200spix2minflat.png
Templated mat:
DZOcDSTest2000spix2min8sec.png
Notes:
Both rendered to 2000 s/pix under basic Direct Lighting node, the difference is slightly more noticeable under the PT and PMC kernels, but I consider it evident enough off of these settings. I was a little off, it added 8 seconds to use my template, but the fact that it is ambient 29 C atm in my room may be a factor. Normally run a bit cooler in here, so there's that. Anyway, while not drastic, I consider it at least a step in the realism direction, and I didn't modify bump strength, as I am prone to do, because I was going for an "out of the template" effect. I also find it makes it look like she's holding plastic sword toys, which while amusing.. kinda makes me want to redo all of the relevant textures...
(*le sigh*, it was just supposed to be a test...)
Last edited by sikotik13 on Wed May 07, 2014 11:11 pm, edited 1 time in total.
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Seekerfinder
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sikotik13 wrote:I'll have to run a new render after class this afternoon. Realized that all of the reference images I have atm are *ahem* adult. Will do.

I got the structure from 3dMania anyway, I just set it as a template and drop my maps into diffuse and bump. I highly doubt it would pass anyone's test as "real" skin on close inspection, but I find it approximates rather well. Also just realized since I use it in a plug in, it may have zero relevance for standalone, but if someone tech-savvy gets it, maybe they could figure that part out. Should be a good start point anyway, I would imagine.
Here's the node graph editor as displayed in-plugin:
CaptureNGEedit.png
Damn, should've sent your nude-graph...

Damn (again), that node-graph looks pretty complex. I do not yet have Octane 'Matrix' vision but I'll give it a go sometime.

When you ever get the inclination you might post your material on LiveDB (call it simulated sss or something).

Thanks anyways for sharing, Sikotik13 (say, are you by any chance related to Sikotik09? He used to do jam sessions with my brother...)

Cheers,
Seeker
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sikotik13
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Location: Iowa, United States

This post is pretty much just to point out for Seeker that I added an example in my previous post, in case he was still curious.

Also, since I have used this handle -and variations of it- in many, many places for quite a few years, it is entirely possible I jammed with your brother. I've also met a few others with a similar attachment to the moniker, so it could have been one of them. Perhaps we are becoming legion!

Anyway, hit me up in a pm or something, if you want to try to figure it out.

Happy Rendering, y'all.

Sik, Out.
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