******* Wishlist and feedback topic ********

Sub forum for feature requests etc

Moderators: ChrisHekman, aoktar

User avatar
aoktar
Octane Plugin Developer
Posts: 16063
Joined: Tue Mar 23, 2010 8:28 pm
Location: Türkiye
Contact:

kracher wrote:Hi Aoktar,

1.
i like to have an bigger max sun size than 30,
because sometimes i like to recive more smooth shadows from the sunlight (for small objects)

2.
furthermore i like to see an adiustable intensity for the shadows like 0 to 100%

Thank you very much Aoktar!
i think you are talking for shadow of sun. Because it's only thing can cast shadow. You can affect a little by sky turbitity. Also both request is limited by Octane core.
kracher wrote:Hi Ahmet,
don't know it is plugin thing or not. I'd like to define render region area with mask. not just a single rectangle.
yes, sdk allows one region as a rectangle. Multiple regions cannot works simultaneously.

But anyway don't care the sdk limitation issues. Your requests will point the way. thanks to all
Octane For Cinema 4D developer / 3d generalist

3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
PiotrAdamczyk
Licensed Customer
Posts: 58
Joined: Wed Feb 26, 2014 7:57 pm
Location: Warsaw, Poland
Contact:

Hi

It would be great if mix materials gave correct alpha in "info channel" passes and render passes. It's a tough choice to have either super fast fake SSS on one sided glossy objetcs or render passes.

Also, is it possible to have a special render pass that would replace all objects materials (or objects marked with some ID tag) with a defined self illuminated diffuse texture so i could render a RGB mask for scene objects and also some additional dirt maps? I know its easy to create an additional scene for that but when working on a commercial project with never ending animation corrections it would be great to have everything in one scene.
User avatar
shawnfrueh
Licensed Customer
Posts: 157
Joined: Thu Jan 31, 2013 10:29 pm

Is it possible to get support for the X-particles wet map shader? If I have this in a shader i get an instant crash.
User avatar
aoktar
Octane Plugin Developer
Posts: 16063
Joined: Tue Mar 23, 2010 8:28 pm
Location: Türkiye
Contact:

shawnfrueh wrote:Is it possible to get support for the X-particles wet map shader? If I have this in a shader i get an instant crash.
I don't know but i'm going to check it.
Octane For Cinema 4D developer / 3d generalist

3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
User avatar
albehany
Licensed Customer
Posts: 62
Joined: Fri Jan 03, 2014 3:37 am
Location: riyadh saudi arbia
Contact:

blur HDRI like the attach image
Attachments
Screen Shot 2014-12-16 at 7.03.58 AM.png
RK-art
Licensed Customer
Posts: 39
Joined: Thu Jul 01, 2010 10:09 pm

I encountered a problem.
Given the case that you need different repetitions of your color maps along with your bump/normal/dispmaps, the only way to archieve that in C4D is usually using the Projector shader in the 'Relief'-Channel, where you throw in the bump/normal/dispmaps and give them a higher repeat inside the material, where the color can be left only repeated once on the model.
So, when I have one or several color textures mapped to the UV's of my model (using selected and frozen mesh-parts) and now want to add a generic bump/normal/displacement texture that must be seamlessly repeated over the model (f.e. a fabric structure on a shirt with logos and artpaint), there is currently no way to do that with OctaneC4D, as OctaneC4D seems not to support the Projector shader.

Therefore, I would beg for supporting that important feature or give us another option like a separate bump/normal/dispmaps-material that can be repeated independently from the colored materials and that is additionally computed to the color materials (like the VrayDisplacement-material).
Win 7 Ultimate 64 / 4 x Geforce GTX 590 / Intel 7 @4.00 Ghz / 24GB RAM
User avatar
atome451
Licensed Customer
Posts: 285
Joined: Mon Feb 22, 2010 8:04 pm
Location: Brussels - Belgium
Contact:

RK-art wrote:Therefore, I would beg for supporting that important feature or give us another option like a separate bump/normal/dispmaps-material that can be repeated independently from the colored materials and that is additionally computed to the color materials (like the VrayDisplacement-material).
I don't understand: you can do that with UVW transform node and Projection on each ImageTexture or mapping nodes. With Octane materials, you don't need a C4D projector...
Win10 64bits | 3x 980 + 2x 670 + 1060 | Cubix XPander + network | Core i7 3600 MHz | 32GB | 1300w PSU
Sorry for my bad english...
User avatar
NVN
Licensed Customer
Posts: 504
Joined: Tue Jun 08, 2010 8:10 pm

support for xparticle shaders
RK-art
Licensed Customer
Posts: 39
Joined: Thu Jul 01, 2010 10:09 pm

Post by atome451 » Tue Dec 23, 2014 8:13 am
I don't understand: you can do that with UVW transform node and Projection on each ImageTexture or mapping nodes. With Octane materials, you don't need a C4D projector...
???

Could you enlighten me please ?

I have created an C4D-Octane-diffuse-material. I loaded the color-texture of the model (a Shirt with logos) into the diffuse channel. Now I want to use a small Normal-map (the structure of the fabric) that needs to be multiple repeated all over the model. How do I do that with OctaneC4D ?

Edit: Got it.
Via the 'Imagetexture' in the Normal channel.
Win 7 Ultimate 64 / 4 x Geforce GTX 590 / Intel 7 @4.00 Ghz / 24GB RAM
jeffbriant
Licensed Customer
Posts: 43
Joined: Thu Dec 25, 2014 4:21 pm
Location: Toronto, Canada
Contact:

Hey Ahmet!

I'm new here, and LOVE octane render! I currently use the c4d plugin.

Ok so It would be nice to see a progress bar or less of a hang when loading scenes into the VRAM. Not sure if there is a way to do this but sometimes when the scene is a couple of GB, it freezes my c4d.

Vertex Map shader! Not sure if this is in development or already workable in Octane, but I couldn't find many things about it.

Cheers, keep up the beautiful work.
2x1080's network rendering to 4x980Ti's
Post Reply

Return to “User requests”