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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Notiusweb
Licensed Customer
Posts: 1285
Joined: Mon Nov 10, 2014 4:51 am

An ability to check/uncheck a "mirror/flip image, horizontal/vertical" box, for any type of image brought in (ie as a texture).
I know I can do this on my own in an outside program easy before I bring in into Octane, but I want to be as lazy as possible.
Plus it would be nifty to see results on the fly and compare the 2 results of an image mirrored/flipped as a texture.
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FrankPooleFloating
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Posts: 1669
Joined: Thu Nov 29, 2012 3:48 pm

Checkboxes could be useful, but you can do this with UV Transform. Pop -1 into either/both S.X or S.Y. You can do it this way bro, and we can still call you lazy, if you want. ;)
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Notiusweb
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Posts: 1285
Joined: Mon Nov 10, 2014 4:51 am

FrankPooleFloating wrote:Checkboxes could be useful, but you can do this with UV Transform. Pop -1 into either/both S.X or S.Y. You can do it this way bro, and we can still call you lazy, if you want. ;)
Ah, -1...My favorite number!
Thanks!

And I didn't even learn that on my own. You went through the effort of telling me.
How's that for Lazy.
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Notiusweb
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Posts: 1285
Joined: Mon Nov 10, 2014 4:51 am

An alpha material? Meaning, it would alpha anything "behind" that material too (such as a texture or daylight background), where a composited image behind/underneath it would be visible.
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Tutor
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Posts: 531
Joined: Tue Nov 20, 2012 2:57 pm
Location: Suburb of Birmingham, AL - Home of the Birmingham Civil Rights Institute

Notiusweb wrote:An alpha material? Meaning, it would alpha anything "behind" that material too (such as a texture or daylight background), where a composited image behind/underneath it would be visible.
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Because I have 180+ GPU processers in 16 tweaked/multiOS systems - Character limit prevents detailed stats.
aimning
Licensed Customer
Posts: 2
Joined: Mon Mar 20, 2017 7:25 am

Hope to join the X-particles default material support as soon as possible :D :D :D
jerzer
Licensed Customer
Posts: 21
Joined: Sun Aug 07, 2016 8:47 pm

It would be great to have a subsurface multiplier like in Modo to help creating cool glowing effects (or like Light multiplier in VRAY). With Octane SSS many times I find I can't reach the intensity I want for the type of artwork I do. See image below.


Image
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jerzer
Licensed Customer
Posts: 21
Joined: Sun Aug 07, 2016 8:47 pm

Windows 10 - i7 6850k @ 4.2GHz - Asus X99-E WS - 64gb DDR4 - 2x 1080 GTX + Titan GTX
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bepeg4d
Octane Guru
Posts: 10360
Joined: Wed Jun 02, 2010 6:02 am
Location: Italy
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Hi jerzer,
finally I have found the time to look at your scene.
Here is my version with only one Specular material instead of a mix material.
If you use a Gausssian spectrum node, instead of an RGB node, you can easily use a value greater than 1 in the power pin. Playing with the Phase value, helps to reduce the transition between the colors:
SSS-b2.png
Screen Shot 2017-06-21 at 18.50.34.jpg
SSS-b2.orbx.zip
(19.9 MiB) Downloaded 391 times
In general, with Specular material and SSS, better to switch to PMC kernel, instead of Path Tracing.
Happy rendering,
ciao beppe
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