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
blobbybarack
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I will be great to be able to use animated image map into standalone.

I mean a RBG or Float image node who can load a image sequence synchronized with scene actual frame.

They're multiple scenario where it can be very usefull :

in a lighting context (be able to make animated lighting)
*timelapse environnement
*flashing or animated lighting stuff


In a texturing/blendind context :
*for a character who use differents textures according to different blendshape.
*"age" texturing : think to tree season for example.
*Dirt or cleaning effect : a car car who'getting dirty for example.
*Making surface effects : making rain drops rolling on surface.

In camera mapping context :
no need to explain here.

In motion graphics context :
just be able to use animated motion graphics as texture


I could continue this list forever. I'm using this almost in all project i'm working on and it's a real problem to me to not be able to do this in Octane.
Rikk The Gaijin
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Posts: 1528
Joined: Tue Sep 20, 2011 2:28 pm
Location: Japan

blobbybarack wrote: *for a character who use differents textures according to different blendshape.
*"age" texturing : think to tree season for example.
*Dirt or cleaning effect : a car car who'getting dirty for example.
*Making surface effects : making rain drops rolling on surface.
You can already do this by using mix material nodes and Lua script.
blobbybarack
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Posts: 250
Joined: Sun Feb 03, 2013 9:11 pm
Location: Paris
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Rikk The Gaijin wrote:
blobbybarack wrote: *for a character who use differents textures according to different blendshape.
*"age" texturing : think to tree season for example.
*Dirt or cleaning effect : a car car who'getting dirty for example.
*Making surface effects : making rain drops rolling on surface.
You can already do this by using mix material nodes and Lua script.
I get your point Rikk The Gaijin.
But when i read "you can already do this" i read : "you could dev it by yourself".
To my knowledge there is not such a script right now but i could be wrong.
My script and LUA scripting is pretty low for now and it looks like an impossible task to me right now.
I do not have a dev profile.
I'm only able to do light modification on existing scripts for now.

I don't want to be rude or something but i'm pretty confuse about animation integration into Octane Standalone.
Yes, i'm really happy since Alembic features came in (with animation script) but it's not enough to me.
I'm just seeing those tools as a temporary solution to the lack of functionality related to animation into standalone.
From what i understood almost every scripts related to animation are coming from the community and i'm really thankful for that.

I'm really curious about the Otoy road map about animation into standalone :
*let the community do the job through LUA scripting ? (again thanks for this powerfull tools even if i can't use it right now)
*Otoy is working hard on some new animation related script who will be cheap with future version ?
*Integrate more deeply animation into the software as a core feature ?
I don't talk about making animation/keyframing job into Octane of course but working on a more solid and reliable animation workflow.

I know this is stupid to compare one render engine with others. Even more when we talk about Octane. But things like image sequence as textures or animation batch rendering are trivial in any render engine i've already use.

Again, i don't want to be an hater/complaining guy, i know, this a relatively new technology and the Otoy team made a incredible job recently on pure rendering features (displacement at this speed : OH MY..").

But to me it's a mistake to forgot this kind of stuffs.
As an example, talking about cloud rendering before to be able to do batch rendering in a complete non sence to me.

EDIT :
Users who are going through plugin have already this feature available, please add this to standalone.
http://render.otoy.com/forum/viewtopic. ... 28#p195614
Rikk The Gaijin
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Posts: 1528
Joined: Tue Sep 20, 2011 2:28 pm
Location: Japan

blobbybarack wrote:To my knowledge there is not such a script right now but i could be wrong.
There is, as I requested it a while ago. ;)
http://render.otoy.com/forum/viewtopic. ... 28#p166428
Vue2Octane
Licensed Customer
Posts: 88
Joined: Thu Jun 26, 2014 8:16 am

I would like a

RENDERLOCK

which disables the automatic update once I started a render.

It happens quite often to me, that I start a final render that takes like 2h or longer and in between I accidently double click on sth. like the render window when I use a mouse pad. This would change the point of view and the entire render automatically starts over.
It is nice for previewing, but once I final render, it would be great if the render can only be changed/stopped when I explicitely press the pause or stop button.
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Seekerfinder
Licensed Customer
Posts: 1600
Joined: Tue Jan 04, 2011 11:34 am

Vue2Octane wrote:I would like a

RENDERLOCK

which disables the automatic update once I started a render.

It happens quite often to me, that I start a final render that takes like 2h or longer and in between I accidently double click on sth. like the render window when I use a mouse pad. This would change the point of view and the entire render automatically starts over.
It is nice for previewing, but once I final render, it would be great if the render can only be changed/stopped when I explicitely press the pause or stop button.
Yes please!
Win 8(64) | P9X79-E WS | i7-3930K | 32GB | GTX Titan & GTX 780Ti | SketchUP | Revit | Beta tester for Revit & Sketchup plugins for Octane
prodviz
Licensed Customer
Posts: 543
Joined: Sun Jul 14, 2013 6:00 pm

Might be wrong, but doesn't the lock render view do that - the little padlock icon on the bottom right of the main render window.
blobbybarack
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Posts: 250
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Location: Paris
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Rikk The Gaijin wrote:
blobbybarack wrote:To my knowledge there is not such a script right now but i could be wrong.
There is, as I requested it a while ago. ;)
http://render.otoy.com/forum/viewtopic. ... 28#p166428
Thanks it could be usefull even if it's not what i'm looking for.
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RobSteady
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Any news on the possibility to outsource some of the textures to the system ram?
Octane for 3ds Max v2.21.1 | i7-5930K | 32GB | 1 x GTX Titan Z + 2 x GTX 980 Ti
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00Ghz
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Location: Denmark
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At the rate we are asking for new features and the demand for more speed + better plugin integration, octane dev team should be double or triple it's size.

I think about 25-40% of what we ask for will be done in 2.X.
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