New nodes feature discussion towards v1.0 final

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grimm
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PeterCGS wrote:
radiance wrote:On a side note, this might require some changed that could cause the next version to be released with these new nodes and concepts to not be backwards compatible anymore with previous OCS projects... :( would that be a big issue ? I thi the added large amount of functionality should make up for it.
No... Just go ahead and change! If people want backwards compatiblity they just have to use a older release of Octane. Added functionality is far more important than backwards compatiblity. Every other manufacturer breaks their previous implementation sooner or later, don't feel afraid to do the same! :lol:
+100 on that, now is the time to make big changes before the final. :)

I was looking at the low level nodes and was thinking that some of this might be more easily handled by a scripting system. Maybe a scripting node that holds some kind of script text that operates with the low level functions. I know that this goes against the whole "node" paradigm but it would be much easier for the user to do really complex/low level coding (e.g. narly complex math functions). Maybe tied in with matej's generic node type? I know that this will depend on how Octane is structured internally. Just a thought.

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ruthenoid
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I'd like to ask for a condition node per data type.
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Jaberwocky
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The existing thin lens camera node.

Can a number of these be added to a scene and a different camera target be set up in each node ?

You could then switch between them by clicking on each node in the graph editor rather than keep moving the one camera position.

If this is not possible currently then please add this to the node list.
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PhilBo
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Jaberwocky wrote:The existing thin lens camera node.

Can a number of these be added to a scene and a different camera target be set up in each node ?

You could then switch between them by clicking on each node in the graph editor rather than keep moving the one camera position.

If this is not possible currently then please add this to the node list.
Unless I'm mistaken, you should be able to use the new multi-selector node to connect several different cameras with completely different settings and then connect the multi-selector node to the scene camera. Then just by changing the multi-selector, change the camera.

Currently, you can have a ton of cameras in the scene all with their own settings, but only one can be connected to the Render Target at once. The multi selector will make this really easy in switching.
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photonf
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is it easy to have, if not in v1 maybe in early v2, the possibility to load per frame arrayed node variables from text files ?

for example some nodes (like cameras,objects lights etc) could get a small button (load from file) and get their variables from a text file with multiple lines (a line of variables per frame)

in that way we (the users) might be able to help u, through the plug-ins, with the animation feature of octane renderer.
developing a full featured animator would be a lot of work for u and maybe it will take u some time till we get embedded fast animation feature.

sorry repeating my self, i hope it is not a very naive idea :idea:

i hope u are working on a better one :)
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Jaberwocky
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Philbo

thanks for the advice... i'll give it a try.
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matej
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About node names; I find it annoying that nodes have long titles when you create them, like; 'Mix Texture', 'Gradient Texture' or 'RGB Spectrum'. I constantly rename those to mix, rgb, or gradient, to save space in the graph editor.

I know that this is nitpicking, but could we have a way to specify our own default titles, like a settings XML file? Or make 'em shorter by default. There's no need to add "texture" to everything, because most of users will need 5 min to get around and remember what is what and titles like "Mix" or "RGB" are already self-explanatory.

Maybe put more focus on visual distinction between datatypes (like different colored outline or background for nodes of specific datatype, alongside with icons that distinct different nodes inside a datatype group - which are already present)?
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Jaberwocky
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PhilBo wrote:
Jaberwocky wrote:The existing thin lens camera node.

Can a number of these be added to a scene and a different camera target be set up in each node ?

You could then switch between them by clicking on each node in the graph editor rather than keep moving the one camera position.

If this is not possible currently then please add this to the node list.
Unless I'm mistaken, you should be able to use the new multi-selector node to connect several different cameras with completely different settings and then connect the multi-selector node to the scene camera. Then just by changing the multi-selector, change the camera.

Currently, you can have a ton of cameras in the scene all with their own settings, but only one can be connected to the Render Target at once. The multi selector will make this really easy in switching.

Philbo

sorry to be a noob

can't seem to find the new multi-selector node in 2.44 release. :roll:
Could you point me in the right direction.Cheers
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PhilBo
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Jaberwocky wrote:
Philbo

sorry to be a noob

can't seem to find the new multi-selector node in 2.44 release. :roll:
Could you point me in the right direction.Cheers
You are not a noob :)

It hasn't been added yet! If you look in the first post of this thread, some of the new nodes will be:

CONTROL FLOW SWITCHES (can switch connection between nodes based on an input value)
* switch (simple switch between two dynamic inputs, controlled by bool or int) [accepts any type for switching]
* multiswitch (switch with dynamic number of inputs, minimum 2, inputs can be added and removed, controlled by int, eg 0, 1, 2, etc...) [accepts ant type for switching]

Therefore the functionality that you are looking for can be accomplished with one of the new nodes.
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