most wanted features

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matej
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rman1974 wrote:Next strange thing what happened - when I deleted this bump input pin inside macro - corresponding parameter "bump" just disappeared from material node. There is something wrong with this input pins stuff.
That happens when you disconnect any connection - the corresponding parameter disappears from the Node Inspector. It's strange, yes :)
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
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rman1974
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rman1974 wrote: Big thanks, I didn't notice tiny paragraph in manual about that. But immediatly I discovered couple of bugs in this feature. For example, texture input pin "RGB spectrum" or "floattexture" works fine but when I tried to create input pin for bump with "image" or "floatimage" - it doesn't work at all (same material outside macro works fine). Next strange thing what happened - when I deleted this bump input pin inside macro - corresponding parameter "bump" just disappeared from material node. There is something wrong with this input pins stuff.
I've been trying to use macro with custom input pins in my project. EPIC FAIL. I did all macro materials, created all controls (except image or floatimage types - see bug above), adjusted all colors and parameters in macro and saved them. But when I loaded them into other octane scene I got completely empty macro - no parameters or controls. Inside macro all OK, except input pins - they changed icons and, obviously, don't work. When I'm trying to delete this dead input pins I've got exeption message - this abomination doesn't want to die peacefully.
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macro_fail3.jpg
macro_fail1.jpg
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Hawker
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something simple too : a more compact interface to view more settings.

and an opengl viewport for big scenes with batchrendering.
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vagos21
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NewFAW wrote:+
Also it would be cool if you will give possibility to add new active viewport to control objects in scene.
I've heard this a couple of times here and there, but from my very little own experience (tried my own raytracer last year) what makes octane so fast is the voxelization process that we have to wait for at the beginning. this means that vertices and triangles are static, and scene is optimized to run fast for that. so changing the sizes and moving around objects would make that go away, thus making octane slower, like vray 2. I've been trying out vray 2 RT GPU which is fully interactive with 3DS Max and man how slow that is! ;)
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matej
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@rman1974, yes I reported that in the v5 testing thread some time ago. Hopefully this is solved in the upcoming release and pins will become functional as supposed. I'm waiting for this too :)
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
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msciwiarski
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Maybe draging the material from "Node inspector" or "Outliner" to the "graph editor" ???

After importing OBJ with many materials shown in Node inspector I have to recreate all materials in graph editor to eliminate project file saving bug.

cheers...

Michal.
Hardware: Core2Quad Q9650, Asus P5Q Deluxe, GeForce GTX580
Software: Windows 7 Ultimate x64, Sketchup 8, Blender 2.56, Octane 2.4
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ROUBAL
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I already posted this somewhere else, but this topic seems more convenient :

:arrow: In the past I asked for the ability of disabling the shadow casted by a material. It would be very useful to use a cylindrical or spherical background image and avoiding it stopping the light coming from the daylight system.

:arrow: On the opposite side, it would be also very usefull to allow making a material unvisible while still casting a shadow : When you use a cut out person or a tree, mapped on a billboard with alpha, if the direction of light is pointing to the side of the billboard, the character or tree will cast a very narrow shadow, or even no shadow at all. Usually in such situation we use an unvisible object (an other billboard) used as "shadow caster" to get a realistic shadow effect depite the fact that the visible object is flat.

I really hope that we'll see these features in a future release !
French Blender user - CPU : intel Quad QX9650 at 3GHz - 8GB of RAM - Windows 7 Pro 64 bits. Display GPU : GeForce GTX 480 (2 Samsung 2443BW-1920x1600 monitors). External GPUs : two EVGA GTX 580 3GB in a Cubix GPU-Xpander Pro 2. NVidia Driver : 368.22.
rman1974
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WANTED!
Ability to save picture in any float format.
Exr, tif, hdr
lechu
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I'll just add my 5 cents :)

1. Ability to copy nodes in graph editor (under right click like current delete node option )
2. Ctrl + Z is a must in my opinion..
3. After detaching material node from my mesh node, I get an empty dot in graph editor, but there's no material in node inspector list and sometimes it's really hard to get around in the scene...
4. Probably the biggest request - PLEASE add more camera response setups.. there are many of them available in the net...
5. Maybe more tweaking options in Post Production, like Curves etc?
6. Is it possible, to add an option of storing all the rendered data in one file and ie. resume the render later on?
7. If the pt. 6 is correct, would it be possible, to separate the emitted light and GI to layers (or any other method) and than play with their energy in Post Production (like it's done in Fryrender or some other unbiased engines) ?


Sorry if any of these points was mentioned earlier, just wanted to share my opinions :) It's not my "wish list" but simple thoughts I've gathered from several months of working in a few latest releases. In my opinion these could simply improve and expand the every day work-flow. Octane is a great piece of software, but still hope U'll develop it more and more :)


Hope devs visit this thread, or is there an other place for posting user's suggestions?
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kiwimage
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Hello, Octane Team

Using Octane for a few weeks, I may have a couple of suggestions, mainly about ergonomy :
  • i have often both my 3d software and octane and i go from one to another, making changes and tests. it would be handy to have a simple right click on the Mesh node > reload obj file
  • When importing a obj file, and first clicking on it, all the parameters of all the materials are expanded by default in the node inspector, wich sometimes makes a very long list, not very handy on big projects. It would be more ergonomic and readable to have the materials closed by default, leaving only their name of the material. (I know there's a button to collapse them, just saying it should be the default state )
  • It would be very very cool to be able to drag and drop a material from the node inspector to the graph editor, instead of having to create a new material from scratch when you want to keep it in the .ocs
In my opinion, those adjustements could save quite a lot of clicks.
thanks
Titan Black + GTX 580-3go / Win 7 pro 64 bits / C4DR14 with integrated plugin / Blender / Octane standalone /
website : http://www.kiwimage.com
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