OctaneRender® 1.025 beta2.58c test release [obsolete]

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roeland
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Daniel79 wrote:which file? that of the material or the entire scene?
Send the material. Do you have the same problem in that scene with other materials?

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matej
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When could we expect to see some more texture manipulation abilities in Octane? For example a HSV node (to adjust HSV values), RGB curves, brightness / contrast adjustment... and especially important: more pixel blending modes. Mix & multiply are the very basic, we need other useful ones like screen, add, divide, overlay, difference...

This way texture re-use & flexibility would be improved.
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Karba
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matej wrote:When could we expect to see some more texture manipulation abilities in Octane? For example a HSV node (to adjust HSV values), RGB curves, brightness / contrast adjustment... and especially important: more pixel blending modes. Mix & multiply are the very basic, we need other useful ones like screen, add, divide, overlay, difference...

This way texture re-use & flexibility would be improved.
Yep

I agree.
Some color correct node would be perfect.
With invert option, gamma correction, brightness, saturation, and other.

And another type of node - falloff. So we can use angle between view line and surface for mixing purposes.
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Elvissuperstar007
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Karba wrote:
matej wrote:When could we expect to see some more texture manipulation abilities in Octane? For example a HSV node (to adjust HSV values), RGB curves, brightness / contrast adjustment... and especially important: more pixel blending modes. Mix & multiply are the very basic, we need other useful ones like screen, add, divide, overlay, difference...

This way texture re-use & flexibility would be improved.
Yep

I agree.
Some color correct node would be perfect.
With invert option, gamma correction, brightness, saturation, and other.

And another type of node - falloff. So we can use angle between view line and surface for mixing purposes.
+1 Карба
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matej
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Karba wrote:And another type of node - falloff. So we can use angle between view line and surface for mixing purposes.
Very useful for some types of materials!

btw, here is an older thread that discusses shading pipeline improvements.
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dawe
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Karba wrote: And another type of node - falloff. So we can use angle between view line and surface for mixing purposes.
+1
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matej
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I'm still confused about the color picker in Octane. If I use the linear color picker (as artists are used to work with), the values with the RGB node do not correspond:

Image

I want to use a 50% gray, which setting is the right one then, the picker's or the node?

(btw, for some reason recently its not possible to upload images to the site anymore??)
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gabrielefx
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matej wrote:I'm still confused about the color picker in Octane. If I use the linear color picker (as artists are used to work with), the values with the RGB node do not correspond:

Image

I want to use a 50% gray, which setting is the right one then, the picker's or the node?

(btw, for some reason recently its not possible to upload images to the site anymore??)
linear vs exponential
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matej
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gabrielefx wrote: linear vs exponential
How does this help? Which one is the right 50% gray color, the picker 0.5 or the node 0.5?
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roeland
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The node sliders always show the colors in linear space, i.e. 0.5 always means 50% brightness.

By default the color picker operates in sRGB space. This way the values shown there correspond with values seen in most other applications. You can set it to linear in the preferences, then it behavior will correspond with the behavior of the node sliders but then values copied from other applications will be wrong.

You can change this settig depending on what kind of colors you need often: the default sRGB setting will make it easier to select saturated colors, while the linear setting makes selecting less intense colors easier.

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Roeland
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