I feel very frustrated with AOVs. I love that Octane went in this direction. I use the new system all the time and don't even touch the old one. But I absolutely hate how it's implemented in Blender. It gives me all sorts of issues.
I'm working on a project right now and I use AOVs heavily and it's a nightmare to handle it correctly. There is a lot of room for mistakes which are difficult to spot.
Consider this post as a placeholder for now. I don't have the time right now to file a quality report about my issues but I'll come back as soon as I have some time.
AOVs Implementation Issues
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Before posting a bug report, please check the following:
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Bugs related to the Octane Engine itself should be posted into the Standalone Support sub-forum.
All bug reports should include the information below, along with a detailed description of the issue and steps to reproduce it.
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D. Nvidia driver version (i.e. 7.50, 7.5.22)
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F. OctaneRender plugin version (i.e. v2.25 - 2.21)
G. Host application version, including build number if available (i.e. 3ds Max 2016 Build 18.0)
Before posting a bug report, please check the following:
1. That the issue has not already been disclosed
2. That the issue is specific to this plugin, and not Octane in general (Try reproducing it in Standalone)
Bugs related to the Octane Engine itself should be posted into the Standalone Support sub-forum.
All bug reports should include the information below, along with a detailed description of the issue and steps to reproduce it.
A. Operating System, including version (i.e. Win 7, OSX 10.11.2, Ubuntu 14.04, etc.)
B. Graphics Card(s) model (i.e. GTX 580 - 3GB, TITAN, etc.)
C. RAM Capacity (i.e. 6 GB)
D. Nvidia driver version (i.e. 7.50, 7.5.22)
E. OctaneRender Standalone version, if installed (i.e. 2.24.2, 2.23, etc.)
F. OctaneRender plugin version (i.e. v2.25 - 2.21)
G. Host application version, including build number if available (i.e. 3ds Max 2016 Build 18.0)
- AlexeyAdamitsky
- Posts: 103
- Joined: Fri Oct 18, 2019 4:43 pm
This should be a simple issue to solve. Make it possible to add custom names to AOVs. Just add a string socket to the AOV nodes to allow for user input.
Currently, it's not the best way to have generic names. When you output it like that it's a bit harder to navigate the file names. I often use light AOVs for light mixing. I would love to have the ability to rename the light AOVs, or any other AOV, to names that makes more sense to me.

I think you already allow this in other DCC like Cinema 4D, for example. Make it possible to have custom AOV names in Blender too.

If it's empty, then use the internal generic name. If it has user string input then rename the AOV accordingly.
Having this can be super helpful. You just set it up once. Save it as an asset and use it your production pipeline all the time.
Currently, it's not the best way to have generic names. When you output it like that it's a bit harder to navigate the file names. I often use light AOVs for light mixing. I would love to have the ability to rename the light AOVs, or any other AOV, to names that makes more sense to me.

I think you already allow this in other DCC like Cinema 4D, for example. Make it possible to have custom AOV names in Blender too.

If it's empty, then use the internal generic name. If it has user string input then rename the AOV accordingly.
Having this can be super helpful. You just set it up once. Save it as an asset and use it your production pipeline all the time.
- AlexeyAdamitsky
- Posts: 103
- Joined: Fri Oct 18, 2019 4:43 pm
My general request would be, please follow the default shader editor UI/UX rules.
But let's see the specific issues.

But let's see the specific issues.


- Duplicating doesn't work. It just creates a completely empty nodes network.
- This is a dumb thing to have. The “+New” button should by default create what “Quick Add NodeTree” button does. But of course, it doesn't for some reason. This is a very strange and ugly solution.
- Snapping options should be independent for shader type of editor. But it might not be your fault as far as I'm aware and can be a limitation of API.
- AlexeyAdamitsky
- Posts: 103
- Joined: Fri Oct 18, 2019 4:43 pm
Clean up the passes panel a bit.


Make simple buttons to switch between modes. The drop-down menu just for two options isn't a good practice for a good UX.
I would recommend making the AOV mode the default one. Since the Passes mode is the legacy one which should be phased out eventually, it's a good idea to teach new users the future proof way of working with rendering.
I would populate the AOV node group by default. Not sure about the Output node group though. Seems like still a somewhat fresh feature in Octane and not mature enough yet to be forcing it on new users.
AOV and Comp should be consolidated under one panel. The existing solution doesn't make sense since Output groups doesn't work with the legacy Passes system.
Example of the current solution.

If users want to switch to the legacy system it's just there for them as well.


Make simple buttons to switch between modes. The drop-down menu just for two options isn't a good practice for a good UX.
I would recommend making the AOV mode the default one. Since the Passes mode is the legacy one which should be phased out eventually, it's a good idea to teach new users the future proof way of working with rendering.
I would populate the AOV node group by default. Not sure about the Output node group though. Seems like still a somewhat fresh feature in Octane and not mature enough yet to be forcing it on new users.
AOV and Comp should be consolidated under one panel. The existing solution doesn't make sense since Output groups doesn't work with the legacy Passes system.
Example of the current solution.

If users want to switch to the legacy system it's just there for them as well.