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
156
7%
Internal Texture Mapping (planar, box, spherical, cylindrical, camera and so on)
87
4%
Undo
104
5%
Volumetric: fire, smoke, clouds
369
16%
Mixing of daylight and HDRI environment
212
9%
Subdivision surfaces (OpenSubDiv)
80
4%
Multi UV channels
129
6%
Rounded edges
130
6%
 
Total votes: 2242
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JimStar
OctaneRender Team
Posts: 3816
Joined: Thu Jul 28, 2011 8:19 pm
Location: Auckland, New Zealand

rz3x wrote:
RobSteady wrote:How do you render multiple layers with one render?
Not possible, right?
RobSteady, it fixed in OctaneRender™ for Blender 2.23.2 - 9.2 Win. Now we can render several layers at the same time.
I've already answered you in the Blender thread: these layers are nothing to do with Octane native render layers.
Blender plugin has just implemented the support of Blender native render-layers on the level higher than Octane engine - it just loads into the engine for rendering only the objects belonging to all the chosen Blender layers, so the engine knows nothing about the other objects (from disabled Blender layers) in currently rendered frame. So yes, the Blender plugin can render several Blender layers at the same time, but this is nothing to do with OctaneRender native layers mechanism. Blender plugin has the different settings for working with Octane-native layers - where you can set the Octane native layer numbers for the objects and choose one current Octane native layer number to be rendered. Of course these two different layer-mechanisms can be combined in Blender to achieve some powerful results...
But RobSteady is right - there is no way (at least in current OctaneRender versions) to render several layers at the same time.
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linvanchene
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Posts: 783
Joined: Mon Mar 25, 2013 10:58 pm
Location: Switzerland

- Values to define how far away the HDR background environment is from the camera.

The user needs to be able to select in what distance to the camera the HDR background is simulated.

In theory the assumed distance of the HDR background to the camera should have a huge effect on several different other parameters.

When simulating outdoor landscape scenes the assumed distance from the HDR environment to the camera should be larger than in interior scenes.

Example:

landscapes - distance HDR background to camera 10'000m

interiors - distance HDR background to camera 10m

One would assume that the light situation of an HDR background should be calculated differently in those two extreme scenarios.

In a huge HDR skydome that is assumed 10'000m away the "tint" of the environment should be less noticeable than the tint of the HDR interior background that simulates the effect of a photostudio.


- - -

HDR distance in combination with scene size volumes

The differences of the HDR light effects should be even more noticeable if one assumes that a fog or haze volume is placed between the camera and the HDR background.

The effect of the fog in combination with the HDR light in a small studio should be different than the effect of a huge outdoor scene.

In an interior scene the effect of light bounces between the HDR background and the scene geometry should be much more noticeable than in an exterior scene in which the light would have to travel a much larger distance for each bounce and would get much more affected by any volumes they travel trough.

One solution would be that OR asumes that volumes are created between the camera and the distance of the HDR background the user selected.

A more advanced option would be to actually add even more controls in which distance and position volumes are created.
The user could actually define multiple volumes with their distances and relative positions to simulate fog, haze, clouds or even the atmosphere for space scenes.

- - -

Camera movement linked to HDR background

Currently it seems when the camera is moved on the x - axis the shown section of the background HDR is not automatically adjusted based on scene size in animations.

The user has to manually rotate the HDR background to actually match the camera translation on the x axis.

In a landscape situation in which the HDR background is 10'000m away it makes sense that some small x translation of the camera does not result in a huge shift of the showed HDR background section.

Nevertheless in an interior scene a small x translation of the camera should have a huge effect of the showed section of the HDR background.

Instead of the user "just moving some sliders until things look about right" the needed shift of the HDR environment to compensate for camera movement on the x or y axis could be calculated automatically based on the HDR distance the user selected.

- - -
Side Note:
I stumbled on this while trying to figure out how camera motion blur works in OR.
It seems without any way to adjust how far away the HDR background is camera motion blur just seems to look "wrong" in combination with HDR backgrounds.

compare:

http://render.otoy.com/forum/viewtopic. ... 41#p244266
Summary:

The user should be able to select in what distance to the camera the HDR background is simulated.

Light bounces, infinite fog and haze volumes, camera motion blur etc are calculated in a realistic way based on the distance between the camera and the HDR background and scene volume parameter selections by the user.

Camera movement and HDR background placement could be linked together to simulate a realistic interaction in animations based on scene size.

- - -
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FAQ: OctaneRender for DAZ Studio - FAQ link collection
cpm5280
Licensed Customer
Posts: 14
Joined: Sat Jun 28, 2014 10:35 pm

joeycamacho wrote:Integrated Fish Eye Lens

This is a very helpful feature to have in the process in the creation of fulldome content. With all of the panoramic options already set up in the Octane Camera tag (Cinema 4D Plugin) - would this be very hard to add?
VRay has a very integrated fisheye camera for Max and Cinema 4D.

Here is a list of the render engines that have built in Fish Eye lenses.
http://thefulldomeblog.com/2013/06/28/f ... r-options/

Hopefully Octane, and its plugins, can include this feature!
Amen to this! At the very top of my wishlist. Really crucial for us.
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Goldorak
OctaneRender Team
Posts: 2321
Joined: Sun Apr 22, 2012 8:09 pm
Contact:

cpm5280 wrote:
joeycamacho wrote:Integrated Fish Eye Lens

This is a very helpful feature to have in the process in the creation of fulldome content. With all of the panoramic options already set up in the Octane Camera tag (Cinema 4D Plugin) - would this be very hard to add?
VRay has a very integrated fisheye camera for Max and Cinema 4D.

Here is a list of the render engines that have built in Fish Eye lenses.
http://thefulldomeblog.com/2013/06/28/f ... r-options/

Hopefully Octane, and its plugins, can include this feature!
Amen to this! At the very top of my wishlist. Really crucial for us.
It should be possible to create new finely controlled lenses and camera projections through the baking camera system. It may even be possible to drive that process in OSL - still TBD.
Rikk The Gaijin
Licensed Customer
Posts: 1528
Joined: Tue Sep 20, 2011 2:28 pm
Location: Japan

Correct me if I'm wrong, but if you set your camera this way:
Sensor width: 100
Focal length: 10
Field of view: 179
Distortion: 1

Isn't this a fish-eye? :?
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gabrielefx
Licensed Customer
Posts: 1701
Joined: Wed Sep 28, 2011 2:00 pm

This is my wish list:

visible ies light distribution gizmo in wireframe
planar light with an arrow at end of the tip. When you rotate it from the top view the Max gizmo overlaps the normal short light line indicator.
ies target light, light + target point
visible light shape independent by the ies (see ies Corona or Vray light)
ies linear light (see ies Vray light)
better or automatic sampling distribution using many lights
light exclude filter (see Max light)
object not visible to reflection filter
automatic camera perspective correction
toon shader with the possibility to generate dashed hidden lines with thickness, transparency, color, etc.
visible material mix preview in material slots. I DON'T WANT TO SEE BLACK TILES!
Environment slots per material. In technical renders we need special fake reflections for specular materials. Very often the global HDR turns black the glass.
PLEASE REPAIR COLORED SPECULAR MATERIAL WHEN ALPHA IS ON. You can't generate full colored glass materials whe alpha is on. The color is washed and lost saturation.
I need glossy material + matte feature. In Vray is possible.
Micro poly displacement. At the moment the current displacement generator is not ok for surfaces with continuity., edges are disconnected.

Thank you
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
daniel.reutersward
Licensed Customer
Posts: 83
Joined: Tue Jun 30, 2015 10:23 pm
Location: Sweden
Contact:

Here´s a short wishlist:

Falloff with a curve (For creating fabric, dust etc)
Curve control for bitmaps
Multitexture equivalent (For loading multiple textures for floors etc)
Bercon maps equivalent
AO/Dirt with inputs for occluded color, unoccluded color and radius/distance (Edge wear etc)
Composite map

Cheers,
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rappet
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Posts: 1962
Joined: Fri Apr 06, 2012 3:57 pm
Location: The Netherlands
Contact:

v-cube wrote:
Procedural brick texture. (Like in cycles in blender) I think many peoples who work with architecture needs this one.
Yes , that would be very powerful, when it could provide random effects to bitmaps which are assigned to the "bricks" . this way you could several things to get rid of the old tiling problems (after a certain amount of repetitions, you notice the pattern of the textures in a rendering...very unpleasant).
Brick textures could toned down randomly to create an overlapping non tiling pattern which would "break" the tiling effect.

Another cool feature would be that the user could specify a number of textures together with a certain prozentual amount, e.g. Texture A / [path...] / 50%, Texture B / [path...] / 35%, Texture C / [path...] / 15% and the shader would randomly create a distribution according to the specified numbers...

I would gladly pay for such a feature !

Andreas
Yes, random pattern, no repetitive textures,..... would be my highest priority.

Even with very good textures (i.e. From arroway) postproduction is still needed to get rid of repetition of textures in landscaping grass, stree patterns, house bricks, and many more.
It would be awsome to have i integrated solution within Octane (and for plugin too!)

This is an example from Artlantis (pardon my French :lol: ) for random patterns
This system does not cover all, but it is a good feature


Greetz,

4090+3089ti & Quad 1080ti
ArchiCAD25, ofcourse Octane & OR-ArchiCAD plugin (love it)
http://www.tapperworks.com
http://www.facebook.com/pages/TAPPERWOR ... 9851341126
http://www.youtube.com/user/Tapperworks/videos
geofnarlee
Licensed Customer
Posts: 22
Joined: Thu May 21, 2015 11:24 pm

How about a decent manual or current set of tutorials.
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face_off
Octane Plugin Developer
Posts: 15714
Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

How about a decent manual or current set of tutorials.
Click "Resources" at the to of your screen then "Documentation"
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
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