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SephirothNP
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+1; Octane C4D is awesome, but it could eliminate probably 70% of the amount of questions Ahmet has to answer if some of ArcaneParadigm's suggested changes were made. Example: instead of the label 'Power' for emission sources, have 'Power(Watts)' or 'Power(W)'. That would answer a ton of questions immediately.
ArcaneParadigm wrote:Generally I'd like to see more ease of use
There is a picture here
http://render.otoy.com/manuals/Cinema4D/?page_id=1971

of all these different archetypes - are these materials anywhere to be found ?

More notation on the sliders as to what they do
on the index - labeling that says where water , glass etc would be - I gotta go look it up every time I want it to be real world values

Just seems like there must be a way to label stuff and have meta-materials that make it EASIER for the novice to get to a high level look without being a rocket scientist that needs to know every little way of tweaking the system to make it work

instead have a way of using presets on all the menus - camera imager - settings etc so people can trade more stuff and that you can uplift everyone faster to get tremendous results instead of everyone having to figure out every little ideosynchricity of your software to make it work right - more more more materials - the easiest way to make any software useful is to give the user hi quality examples the more you give the more valuable your software is and the faster people can jump into it and use it immedietly without wasting valuable time learning /
more labeling on the sliders - they are not very intuitive - I have to constantly go look up what each does - little hover help or something would save so much time for everyone learning it - if each person has to spend a couple of hours each trying to learn and remember what it is - a few words around the slider would intuitively allow them to grasp it you'd be saving tremendous hours right there
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aoktar
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ok, i'll try to use units. But they are same on standalone. Need some investigating for that. I want to be very informative for everything, also wanting to implement a better helping system.

But still we have lot of changes and new features except these requests. I'm trying to add each one step-by-step. Please be sure i'm reading all requests. I'll do the most of all your requests.
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shawnfrueh
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Hey Aoktar,

Can we get a "Res from image" or "None" option in the 'Level of details' list for displacement when using an ImageTexture?
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aoktar
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shawnfrueh wrote:Hey Aoktar,

Can we get a "Res from image" or "None" option in the 'Level of details' list for displacement when using an ImageTexture?
no, all is that available on diplacements. We can't use except these
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pBarrelas
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For increase scene control, I'd like to see implemented in the Object Tag, options to exclude/include visibility for diffuse, reflection and refraction from other objects in relation to the object to which the tag is applied to. Similarly to what the C4D's Composition tag already delivers.
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rodross
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This is THE most important and #1 thing most of us probably need in this renderer. Exclusion from AO, reflections, refractions, transparency. A working compositing tag essentially. Without it, we are very limited compared to C4D renderer, in terms of compositing and work arounds. I haven't personally asked for it because I figured everyone else has probably already asked for it 100 times.
pBarrelas wrote:For increase scene control, I'd like to see implemented in the Object Tag, options to exclude/include visibility for diffuse, reflection and refraction from other objects in relation to the object to which the tag is applied to. Similarly to what the C4D's Composition tag already delivers.
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aoktar
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Nice guys,
there requests has been mentioned several times. First, there is nothing on plugin side to do. Core should support this. I know the guys are aware of this kind of requests. But i don't think all is very simple to implement. Reflect/refrect exception may be easier but i don't really know how can be done on Octane side. Stardard renderer can do it easily because their structure is not really realistic. But some things are not so easy on physical renderers.
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pBarrelas
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Yes, I understand that it's easier for us to ask for implementations than for you to actually implement these but being able to control visibility at several levels is paramount. This in conjunction with using more than 1 Sky Object is very important to my line of business, which is automotive visualization. With Octane I'm forced to render the same scene several times, like photographers need to do in their shooting sessions, in order to compose everything later. This really slows my workflow in relation to C4D and Vray renderers.
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rodross
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One thing I found today that's really important is some way to create a luminant texture that doesn't cast shadow. Making a computer screen or any digital screen isn't that odd a thing to have to do, yet the texture emission casts ridiculous shadows at even a .0001 power level.
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aoktar
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rodross wrote:One thing I found today that's really important is some way to create a luminant texture that doesn't cast shadow. Making a computer screen or any digital screen isn't that odd a thing to have to do, yet the texture emission casts ridiculous shadows at even a .0001 power level.
please show a picture in other section, not here. I don't think that's like that as you said. If it's enough low and will not cast visible shadow
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