I'm implementing a pan functionality for locked resolution.zomtech wrote:Hello,
I don't know if I'm the first one to request this, but it would be nice to have some kind of drag/move function for the liveviewer. Whenever I use lock resolution, I have to either scale the liveviewer very big (which doesn't work all the time) or unlock the camera and move it to the detail I like to see in 100% resolution.
I'm sure there's a workaround for that, with camera offsets or something similar, but a liveviewer function would be best.
thanks alot,
Cornelius
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aoktar wrote:I'm implementing a pan functionality for locked resolution.zomtech wrote:Hello,
I don't know if I'm the first one to request this, but it would be nice to have some kind of drag/move function for the liveviewer. Whenever I use lock resolution, I have to either scale the liveviewer very big (which doesn't work all the time) or unlock the camera and move it to the detail I like to see in 100% resolution.
I'm sure there's a workaround for that, with camera offsets or something similar, but a liveviewer function would be best.
thanks alot,
Cornelius
wow, you're fast.
thanks alot!

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- Silverwing
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This is great news. One of the things I ever wanted but somehow did not request.aoktar wrote:I'm implementing a pan functionality for locked resolution.zomtech wrote:Hello,
I don't know if I'm the first one to request this, but it would be nice to have some kind of drag/move function for the liveviewer. Whenever I use lock resolution, I have to either scale the liveviewer very big (which doesn't work all the time) or unlock the camera and move it to the detail I like to see in 100% resolution.
I'm sure there's a workaround for that, with camera offsets or something similar, but a liveviewer function would be best.
thanks alot,
Cornelius
Thanks for your time and effort. You´re the best!
Might I suggest a scale slider for the locked view too. So you can scale the resolution with the fixed mode. (Like in Arnold)
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We have much more functionality which are loaded to interface. So it's a bit harder to integrate a zoom. Remember picking dof/materials, camera manipulations, drag&drop operations, on screen info ui, etc...Silverwing wrote: This is great news. One of the things I ever wanted but somehow did not request.
Thanks for your time and effort. You´re the best!
Might I suggest a scale slider for the locked view too. So you can scale the resolution with the fixed mode. (Like in Arnold)
Of course i'll take a look for that one day. But i don't know when....
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- Silverwing
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Well a Zoom would not be really necessary for me.
I would love a percentage % value however.
Mathematically this just rescales the input resolution. So if you have set 1920 X 1080 px in the C4D output and lock your res in the live viewer you can set the persentage to 50% to get a 980 X 540 px output in the live viewer.
Doing this now would require me to go to the C4D output options and change the resolution.
You can save some time by the % implementation.
I hope you understand what I mean.
Cheers,
Raphael
I would love a percentage % value however.
Mathematically this just rescales the input resolution. So if you have set 1920 X 1080 px in the C4D output and lock your res in the live viewer you can set the persentage to 50% to get a 980 X 540 px output in the live viewer.
Doing this now would require me to go to the C4D output options and change the resolution.
You can save some time by the % implementation.
I hope you understand what I mean.
Cheers,
Raphael
WIN 10 PRO 64 | ASUS X99-E WS | 3 X GTX 1080Ti | i7 5960X 8X 3,33GHz | 64GB RAM
Both have some hardness for me. And theorically same things.Silverwing wrote:Well a Zoom would not be really necessary for me.
I would love a percentage % value however.
Mathematically this just rescales the input resolution. So if you have set 1920 X 1080 px in the C4D output and lock your res in the live viewer you can set the persentage to 50% to get a 980 X 540 px output in the live viewer.
Doing this now would require me to go to the C4D output options and change the resolution.
You can save some time by the % implementation.
I hope you understand what I mean.
Cheers,
Raphael
Octane For Cinema 4D developer / 3d generalist
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- Silverwing
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I think I underestimate the process behind it!
I just thought you could just get the resolution data from C4D and add the percentage on top. So 100% is the actual resolution... and 50% is half of the res etc.
But I´m far away to understand what you have implemented there. I think as always its much harder then what I imagine.
Having the possibility to move your pic like cornelius suggested will be a great addition. Even with out my requested extras
I just thought you could just get the resolution data from C4D and add the percentage on top. So 100% is the actual resolution... and 50% is half of the res etc.
But I´m far away to understand what you have implemented there. I think as always its much harder then what I imagine.
Having the possibility to move your pic like cornelius suggested will be a great addition. Even with out my requested extras

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It's a custom control which has been built by ground as Node Editor. And zoom calculation is not a problem here.Silverwing wrote:I think I underestimate the process behind it!
I just thought you could just get the resolution data from C4D and add the percentage on top. So 100% is the actual resolution... and 50% is half of the res etc.
But I´m far away to understand what you have implemented there. I think as always its much harder then what I imagine.
Having the possibility to move your pic like cornelius suggested will be a great addition. Even with out my requested extras
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Hey Aoktar,
I have many requests but I would like you to take input on 2 most important for me right now.
1) I really like the node editor since I can do so much stuff with it. However when I have a really complex node structure I need to see what is happening before it goes out into on of the material channels.
So is it possible to make a "result node" like the result node in xpresso, where you can input anything into it and it will display the result of that calculation inside the node editor? For example I have a huge node graph for making a specific texture for the bump channel, but I want to see how it looks before I input it into the bump channel. So I can put the result node in there and hook it up with the last node and it will display a 256*256px (or 2048*2048px, can be selected inside the node) flat plane (or cube, sphere, can be selected inside the node) of how the texture looks like in the moment. This would be really helpful.
The workaround I have at the moment is to make an simple object, give it a new material then input my end node of my texture into its diffuse channel and display it in the viewport. But if I could have a result node and see it directly inside the node window it would be soo much better.
2) Can we please get a blend node? Where we can blend textures into each other like in photoshop? At the moment we only have a multiply node but I often need a screen node which does the opposite. Workaround at the moment is to get 2 invert nodes -> multiply node -> invert node again to get the desired effect of a screen node.
Thank you very much for your hard work!
I have many requests but I would like you to take input on 2 most important for me right now.
1) I really like the node editor since I can do so much stuff with it. However when I have a really complex node structure I need to see what is happening before it goes out into on of the material channels.
So is it possible to make a "result node" like the result node in xpresso, where you can input anything into it and it will display the result of that calculation inside the node editor? For example I have a huge node graph for making a specific texture for the bump channel, but I want to see how it looks before I input it into the bump channel. So I can put the result node in there and hook it up with the last node and it will display a 256*256px (or 2048*2048px, can be selected inside the node) flat plane (or cube, sphere, can be selected inside the node) of how the texture looks like in the moment. This would be really helpful.
The workaround I have at the moment is to make an simple object, give it a new material then input my end node of my texture into its diffuse channel and display it in the viewport. But if I could have a result node and see it directly inside the node window it would be soo much better.
2) Can we please get a blend node? Where we can blend textures into each other like in photoshop? At the moment we only have a multiply node but I often need a screen node which does the opposite. Workaround at the moment is to get 2 invert nodes -> multiply node -> invert node again to get the desired effect of a screen node.
Thank you very much for your hard work!
Actually we have this as you can see in image. I'm waiting OSL integration for custom texture/materials.DinoMuhic wrote:Hey Aoktar,
I have many requests but I would like you to take input on 2 most important for me right now.
Thanks!
Octane For Cinema 4D developer / 3d generalist
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3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw