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

Sub forum for feature requests etc

Moderators: ChrisHekman, aoktar

roaldvdmeer
Licensed Customer
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Joined: Wed Apr 29, 2015 3:36 pm

A very simple one i guess:

- Shortcuts 1, 2 and 3 to navigate in the live-viewer.

Will be very appreciated since this is the default way to navigate in C4D and has become a second nature to orbit, zoom and move around :)

Thanks for all the hard work!
milanm
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Posts: 261
Joined: Tue Apr 30, 2013 7:23 pm

roaldvdmeer wrote:A very simple one i guess:

- Shortcuts 1, 2 and 3 to navigate in the live-viewer.
+1
Colorist / VFX artist / Motion Designer
macOS - Windows 7 - Cinema 4D R19.068 - GTX1070TI - GTX780
dinf
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Posts: 224
Joined: Fri Feb 15, 2013 1:46 pm
Location: Germany

As I saw right now in a previous version,
"- Improvement: Keeping mix material linkages to connected materials when you copy/paste the objects/materials"
I have a request for the Material Node Editor: is it possible to include going up one level higher then "material", lets say "document level"? This would be great to build and place nodes and connect them to more than one material. I use this often, but until now I make other mix materials wich is not in use in scene but connects two other materials wich share the same nodes. This is a workaround, but you can imagine that this is very circumstantial with more than two materials. Beeing able to go up on document level would be great!
| Win 10 | 64 GB RAM | AMD 5900X | RTX 3080 12 GB| C4D 21| C4Doctane v2022.1.1|
dbalzer
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Posts: 57
Joined: Fri Mar 13, 2015 10:43 pm
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Hi Aoktar,

I was wondering if its possible to use vertex maps within the Octane shader channels to drive certain behaviors, e.g. changing a color according to the weight. It does work with native C4D shaders but I couldn't figure out a way to get that working within Octane. It would be a great and mighty option to have and I would hereby like to request it :)

Thanks
Daniel
Windows 8.1/Cinema4D R16/1x GTX 980Ti + external GPU expander with 2x GTX 980Ti's and 2x GTX 970's
lasse_c
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Posts: 4
Joined: Wed Apr 16, 2014 4:51 pm

dbalzer wrote:Hi Aoktar,

I was wondering if its possible to use vertex maps within the Octane shader channels to drive certain behaviors, e.g. changing a color according to the weight. It does work with native C4D shaders but I couldn't figure out a way to get that working within Octane. It would be a great and mighty option to have and I would hereby like to request it :)

Thanks
Daniel
yep! +1

…that would be a pretty big thing!
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papillon
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Posts: 56
Joined: Sat May 29, 2010 9:53 pm
Location: Florence, Italy
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I'm not sure if it has been asked as I didn't browse all the previous pages, but I noticed that exporting meshes to Octane runs on a single separate thread while it would be awesome if the process could be multi-threaded, as it would decrease export times dramatically.
Also, I'd like to ask if it's possible to have a more visible feedback about the Exporting activity (in the Octane Live preview caption window), like a counter that says item x of y, or a percentage.
Thanks
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aoktar
Octane Plugin Developer
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papillon wrote:I'm not sure if it has been asked as I didn't browse all the previous pages, but I noticed that exporting meshes to Octane runs on a single separate thread while it would be awesome if the process could be multi-threaded, as it would decrease export times dramatically.
Also, I'd like to ask if it's possible to have a more visible feedback about the Exporting activity (in the Octane Live preview caption window), like a counter that says item x of y, or a percentage.
Thanks
I should give some info about this procedure. Most time spent part is geometry compilation for gpu and this is not handling by plugins. And this part is multi-thread but i notified this is not well working on OSX. Windows version is much faster and uses all cores more efficiently and i think you're on osx? Also i wish to have a process counter after the plugin called the Octane update process but sdk has not this yet.
Octane For Cinema 4D developer / 3d generalist

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papillon
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aoktar wrote:
papillon wrote:I'm not sure if it has been asked as I didn't browse all the previous pages, but I noticed that exporting meshes to Octane runs on a single separate thread while it would be awesome if the process could be multi-threaded, as it would decrease export times dramatically.
Also, I'd like to ask if it's possible to have a more visible feedback about the Exporting activity (in the Octane Live preview caption window), like a counter that says item x of y, or a percentage.
Thanks
I should give some info about this procedure. Most time spent part is geometry compilation for gpu and this is not handling by plugins. End this part is multi-thread but i notified this is not well working on OSX. Windows version is much faster and uses all cores more efficiently and i think you're on osx? Also i wish to have a process counter after the plugin called the Octane update process but sdk has not this yet.
Yes indeed aoktar, I'm on OSX. Well it's a pity but I suppose if it's an SDK "fault" there isn't much to do, afterall multithreading is quite complex and tough to code and debug. Thanks for the explanation anyway.
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aoktar
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papillon wrote: Yes indeed aoktar, I'm on OSX. Well it's a pity but I suppose if it's an SDK "fault" there isn't much to do, afterall multithreading is quite complex and tough to code and debug. Thanks for the explanation anyway.
This OSX issue has been reported by me some time ago and i'm hoping that will be fixed.
Octane For Cinema 4D developer / 3d generalist

3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
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papillon
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aoktar wrote:
papillon wrote: Yes indeed aoktar, I'm on OSX. Well it's a pity but I suppose if it's an SDK "fault" there isn't much to do, afterall multithreading is quite complex and tough to code and debug. Thanks for the explanation anyway.
This OSX issue has been reported by me some time ago and i'm hoping that will be fixed.
Excellent, if you need help with testing something specific about OSX, I'll be happy to help!
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