OctaneRender® 1.024 beta 2.49b RC (lin/mac/win) [OBSOLETE]

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radiance
Posts: 7633
Joined: Wed Oct 21, 2009 2:33 pm

retmia wrote:Thanks for everything!

But now please, allow us to work faster with shortcuts to create nodes and add the possibility to duplicate them! [...] aaaw that would be wonderful ! (Love!)
And maybe also add the possibility to retrieve and edit materials within the scene directly inside the node system ! [...] without having to recreate everything from scratch [...] aaaw that would be awesome ! (Love!)

I know you know! But I couldn't help!
Thanks again for building Octane!
Hi,

You don't have to make all those nodes, the way to make scenes is to load your mesh, select/pick and change/finetune the materials that are generated when importing the mesh as internal nodes in the pins. You only make new material and texture nodes for overlapping items that you connect to some pins when needed.
So, you can just have one large mesh node visible in the nodegraph editor, and still finetune your whole scene's materials for a final render, and use of nodes is entirely optional, and in most cases only necessary for shared materials and/or textures.

Radiance
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colorlabs
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radiance wrote: Hi,

You don't have to make all those nodes, the way to make scenes is to load your mesh, select/pick and change/finetune the materials that are generated when importing the mesh as internal nodes in the pins. You only make new material and texture nodes for overlapping items that you connect to some pins when needed.
So, you can just have one large mesh node visible in the nodegraph editor, and still finetune your whole scene's materials for a final render, and use of nodes is entirely optional, and in most cases only necessary for shared materials and/or textures.

Radiance
I use the C4D exporter a lot and I constantly wish there was an easy way to convert a material or texture to its own node...just by right-clicking or something.

I also wish that if I switched a material to be a Mix material, that it would automatically place the original material (the one the Mix is replacing) as material A in the Mix. Know what I mean?

Also, while I'm here, it would be so great if each property on a material (bump, normal, specular, etc) could be temporarily shown as a texture itself - sometimes things aren't lined up and I can't tell how, and showing the bump map as the material's texture would clear it up instantly.

Question - why don't you guys have a bug tracker like Trac or JIRA so you can keep track of issues and we can vote on them? :) Seems like a much better system than trolling the forums for ideas / bug reports.
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JimStar
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I think a most valuable impovement from the point of view of RS profit will be a NetRender feature. I'll try to explain: a lot of people have not only one computer, and they can get a huge render speed improvement if they install Octane on these computers too. And that is money for RS.;) I will be one of the first who will buy 5 more lisenses for my computers that have lost their job after my wife has abandoned mental ray and starts to work in Octane...
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Refracty
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Another tiny but important feature request: Give us the chance to rotate textures inside the texture nodes.
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Jaberwocky
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Refracty wrote:Another tiny but important feature request: Give us the chance to rotate textures inside the texture nodes.

This probably starting to turn into a wish list again but.Yes rotate would be good.Also non unform scale would also be of benefit.That would just about complete the texture manipulation features for Octane.Also the lock or sync with the Normals and bump maps would be good as well.Just in case you use a variation of the same map for both.
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t_3
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radiance wrote:You don't have to make all those nodes, the way to make scenes is to load your mesh, select/pick and change/finetune the materials that are generated when importing the mesh as internal nodes in the pins. You only make new material and texture nodes for overlapping items that you connect to some pins when needed.
So, you can just have one large mesh node visible in the nodegraph editor, and still finetune your whole scene's materials for a final render, and use of nodes is entirely optional, and in most cases only necessary for shared materials and/or textures.

Radiance
no, you don't just only tune mesh materials ;)

because you can't connect variables/textures to specific pins ot the mesh nodes (e.g. to have master controls)
because you can't save those materials to re-use them
because you may have identical materials spread over several pins of the mesh (and need to edit them all)
because you can't save those materials
because the mesh materials are often insufficient to create specifc materials (as they are not "expandable")
because material editing is a time consuming process, and you may want to save materials to re-use them
:)

happens to me all the time: about 75% are "external" macros, 25% are "internal" mesh materials...
Last edited by t_3 on Tue Aug 16, 2011 12:57 pm, edited 1 time in total.
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vipvip
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@T_3:
I don't know if i understand you, but on my side, i can save and re-use materials ( reconnect the full saved material node on the geometry node ).

@ RS TEAM:
Just i would appreciate to ability to have a personnal and permanent off-line material library, like in most of 3D apps...
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ttaberna
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Hi
+1to the more flexible and fast node environment
@jaberwocky: what do you mean about non uniform scale? If it is diferent scales for U V and W it can be done now just but selecting scale integer 2 or 3 in the scale rollout. Sorry if this is not what you ment..
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infernoVFX
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Hey guys, just to chip in..... nothing bad to report - i've successfully rendered out two animations with this ver. There was only one crash but that was when i let MR in Maya render simultaneously with Octane. I don't know what you did but the responsiveness is a lot better. So there you go, two rendering engines work at the same time on the same machine and i still could browse the net....... just great great great. Awesome release. I just couldn't belive my eyes that this is possible.

All the best,
Voja
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Mugga
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Great release so far, couldn't find any bugs.

But could please add as soon as possible the support for the new image types for the command line? Would be great for animation, for the post-production.
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