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
155
7%
Internal Texture Mapping (planar, box, spherical, cylindrical, camera and so on)
86
4%
Undo
104
5%
Volumetric: fire, smoke, clouds
369
16%
Mixing of daylight and HDRI environment
211
9%
Subdivision surfaces (OpenSubDiv)
80
4%
Multi UV channels
129
6%
Rounded edges
130
6%
 
Total votes: 2239
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fantome
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extend support for color vertex attribute and float vertex attribute to
- curves object
- particles object
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scooternva
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For the LightWave plugin, it would be nice if Octane's nodes were more closely integrated with the standard LightWave nodes.
  1. The LightWave "Input" and "Instance Info" nodes have all kinds of useful data points that would be invaluable as inputs for Octane material and texture nodes where randomness and/or instanced objects need to have their textures/materials varied based on position, distance from the camera, etc.
  2. The LightWave Math nodes would greatly expand on the limited math functions available in Octane.
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Goldorak
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scooternva wrote:For the LightWave plugin, it would be nice if Octane's nodes were more closely integrated with the standard LightWave nodes.
  1. The LightWave "Input" and "Instance Info" nodes have all kinds of useful data points that would be invaluable as inputs for Octane material and texture nodes where randomness and/or instanced objects need to have their textures/materials varied based on position, distance from the camera, etc.
  2. The LightWave Math nodes would greatly expand on the limited math functions available in Octane.
This could be solved with OSL state and utility nodes. They exist, but we plan to bake them in by 2019.2 RC1
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scooternva
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Re the OSL nodes: It would be nice if the OctaneRender plugin for LightWave behaved more like standalone OctaneRender as far as the user interface is concerned. Simple example: your own Mandlebrot example (https://docs.otoy.com/osl) in the online documentation. In standalone OctaneRender there's a nice set of sliders for the numeric inputs. In LightWave, all you get are the connection pins. This is especially a problem with enum-type inputs (e.g., "mapper"), and it makes using string inputs (e.g., to select a filename) impossible. This really needs to be addressed.
Octane 2020.2.3.1 | LightWave 2019.1.5 (3134) | Win10 Pro 19041.1052 | 2 x Gigabyte AORUS RTX 2080 Ti Xtreme w/NVLink | Gigabyte AORUS Xtreme X399 | AMD Ryzen 2950X | 64 GB RAM | SSDs: Samsung 970 PRO 512 GB + Seagate FireCuda 510 2 TB | blog.gammans.zone
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fantome
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Nested Dielectric
pic3.JPG
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Notiusweb
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1) Splash Screen on Load, with a racing sound.

2) Also, visible moving flames around the render speed while render is taking place. The render speed itself (font) could pulse between white and glowing red.

3) Finally, when you activate RTX mode in Preferences, a deep dramatic voice that would say "R-T-X....ENGAGED"
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itsallgoode9
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fantome wrote:Nested Dielectric
pic3.JPG
for the love of god, please add this. there are SO many issues working with dielectric surface interactions that it's not even funny. other render engines have had this for years...YEARS :roll:
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fantome
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Posts: 268
Joined: Wed Dec 16, 2015 3:38 pm

in the scatter node of Octane Standalone, ability to edit the default input field

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M00 M01 M02 M03 M10 M11 M12 M13 M20 M21 M22 M23
To be able to add :
1 - vector v attribute for motion blur computation of each instance or compute the motion vector pass correctly

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M00 M01 M02 M03 M10 M11 M12 M13 M20 M21 M22 M23 V
2 - custom attributes that will be accessible with an instance color data or instance grayscale data node. for exemple we could add C1 for color attribute and F1 for float attribute.

Code: Select all

M00 M01 M02 M03 M10 M11 M12 M13 M20 M21 M22 M23 V C1 F1
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Notiusweb
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on Scene import,
FBX Morph Shapes, aka Blendshapes
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gabriele
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I think also a Rules of third overlay....will be nice for complex scene!
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