Another thing which would be very useful in speeding up the whole process would be user definable hotkeys... I would love to be able to press like shift + a to create a new material macro, then like shift s for a specular shader or shift d for diffuse etc.etc. but fully user customizable would be awesome...
Would also be worth while being able to pop up specific menus such as texture menu via these hotkeys aswell.
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Python scripting the workflow and linking script execution to key combos.
Shift+G runs a script that creates a new material macro with glossy mat. node and puts inside some other stuff that you always create anyway (like float input pin node for texture scale control, texture input pin for color control, etc). The script could also ask you for a filepath to some image and auto load multiple texture nodes inside the macro (most of the times you reuse the same images for different material channels)...
Another script, also linked to some key combo, toggles between preview / final render settings or between different lighting setups (an arbitrary combination of lighting / imager settings) you often use.
Oh yeah, a man can dream...
Shift+G runs a script that creates a new material macro with glossy mat. node and puts inside some other stuff that you always create anyway (like float input pin node for texture scale control, texture input pin for color control, etc). The script could also ask you for a filepath to some image and auto load multiple texture nodes inside the macro (most of the times you reuse the same images for different material channels)...
Another script, also linked to some key combo, toggles between preview / final render settings or between different lighting setups (an arbitrary combination of lighting / imager settings) you often use.
Oh yeah, a man can dream...

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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- Silverwing
- Posts: 287
- Joined: Wed Jun 15, 2011 8:36 pm
- Location: Ludwigsburg Germany
- Contact:
Hi I´m new to this forum and pretty new to octane.
I found this thread and thought I´d also share my suggestions.
@ convergen:
Thanks for posting this. Most of the tips were on my list too!
Here´s what mine Looks like. Its Priority based. Most important on the top.
-- Standart mapping types, non UV (Spherical, Cylindric, Cubic etc.) with Scale, Rotate and Move / Position options
-- Output of Images in different bit depths (8bpc, 16bpc, 32bpc) and in different file formats (tif, targa, exr, hdr)
-- Material goes back to "full" Circle after deleting Node (Is there a workaround?)
-- Invert option for bump channel (Sorry figured out that it already exists
)
-- DOF control / Bokeh control such as (Aperture Blades, Center Bias, Anisotropy)
-- In environment option for Independent Lighting/Reflection/Refraction
-- Being able to hide Objects from camera (visibility), gi, reflection, refraction etc. independently
-- Delete nodes with DEL or Backspace key
-- Being able to render layers (depth, material and object buffer, reflection, refraction, shadow)
-- Anisotropy material
-- Dispersion option in refraction
-- Slow mode (to be able to let it run as a background process if you only have one card)
I post this mostly to confirm that most of the suggestions convergen posted would be appreciated by a lot of the users. Also I added a few suggestions that I would appreciate. I will update this list as I think of other imo useful features.
Anyway I have to say too that octane is already a great Product that provides high Quality. This is true even more with the pricing in mind! Keep it up guys!
EDITED 06.19.2011:
-- White Balance in camera so you can correct color tints from e.g. tungsten lit HDRI´s (Would be no Problem to do this in post but due to 8bpc output you loose picture information)
-- Option to Link the F-Stop with the Aperture since this is a more real world behaviour (Right now Exposure, F-Stop and ISO are doing the same thing Is that right?)
EDITED 06.29.2011
-- Add a "Time Dependent" button to the renderer so the noise pattern gets distributed different for every frame.
To get rid of the issue in Animation where the noise seems static in front of the camera.
A different noise-distribution for every frame makes the animation render look much more like film.
This otherwise brilliant clip is a good example for the swimming noise effect: http://vimeo.com/25686881
I found this thread and thought I´d also share my suggestions.
@ convergen:
Thanks for posting this. Most of the tips were on my list too!
Here´s what mine Looks like. Its Priority based. Most important on the top.
-- Standart mapping types, non UV (Spherical, Cylindric, Cubic etc.) with Scale, Rotate and Move / Position options
-- Output of Images in different bit depths (8bpc, 16bpc, 32bpc) and in different file formats (tif, targa, exr, hdr)
-- Material goes back to "full" Circle after deleting Node (Is there a workaround?)
-- Invert option for bump channel (Sorry figured out that it already exists

-- DOF control / Bokeh control such as (Aperture Blades, Center Bias, Anisotropy)
-- In environment option for Independent Lighting/Reflection/Refraction
-- Being able to hide Objects from camera (visibility), gi, reflection, refraction etc. independently
-- Delete nodes with DEL or Backspace key
-- Being able to render layers (depth, material and object buffer, reflection, refraction, shadow)
-- Anisotropy material
-- Dispersion option in refraction
-- Slow mode (to be able to let it run as a background process if you only have one card)
I post this mostly to confirm that most of the suggestions convergen posted would be appreciated by a lot of the users. Also I added a few suggestions that I would appreciate. I will update this list as I think of other imo useful features.
Anyway I have to say too that octane is already a great Product that provides high Quality. This is true even more with the pricing in mind! Keep it up guys!

EDITED 06.19.2011:
-- White Balance in camera so you can correct color tints from e.g. tungsten lit HDRI´s (Would be no Problem to do this in post but due to 8bpc output you loose picture information)
-- Option to Link the F-Stop with the Aperture since this is a more real world behaviour (Right now Exposure, F-Stop and ISO are doing the same thing Is that right?)
EDITED 06.29.2011
-- Add a "Time Dependent" button to the renderer so the noise pattern gets distributed different for every frame.
To get rid of the issue in Animation where the noise seems static in front of the camera.
A different noise-distribution for every frame makes the animation render look much more like film.
This otherwise brilliant clip is a good example for the swimming noise effect: http://vimeo.com/25686881
Last edited by Silverwing on Thu Jun 30, 2011 12:09 am, edited 3 times in total.
WIN 10 PRO 64 | ASUS X99-E WS | 3 X GTX 1080Ti | i7 5960X 8X 3,33GHz | 64GB RAM
Better still, an undo function, the confirmation dialog on blender each time you want to delete a object is a no go when you already have undo. You could have a ctrl+delete so you couldn't delete it by mistake.kivig wrote:+1. A confirmation dialog would be mandatory then though.