Join in all said the above. But want to add something ). I would like to see in future updates:
- possibility using RAM memory for rendering process;
- Nodes material editor;
- Render Region.
******* Wishlist and feedback topic ********
Moderators: ChrisHekman, aoktar
- inlifethrill
- Posts: 109
- Joined: Sat Nov 09, 2013 9:15 pm
- Location: Varna, Bulgaria
- Contact:
@Weezer, you can easily invert the greyscale values sampled by the displacment node via the shift control, feat. some love from the transform shader. I belive this is its intended usage.
- inlifethrill
- Posts: 109
- Joined: Sat Nov 09, 2013 9:15 pm
- Location: Varna, Bulgaria
- Contact:
Currently, displacement offsets the brightest portions of an image, while darks stay in place. If shift is set to a negative value, the effect is reversed - blacks move and whites stay. As a side effect the resulting displacment will be flipped, as if the sampled image was rotated 180 degrees. To fight this, you need to press the "UV Transform" pre-set button placed at the bottom of the image texture node. Once loaded, you need to set 180 degrees for the R.Z (rotation Z) slider and things are back to normal.
Hope this helps.
Dobs
Hope this helps.
Dobs
Hi guys,
thanks for contribution. I'm watching all requests. I'll prepare a ordered request list for features which are possible. Currently some of their is not possible in plugin side. Some is available like render region, some native shader support. 2.01 has unlimited textures(as it fits to VRAM).Internal Node editor has cancelled due some problems. We can look for another way. Please don't worry to ask any wish.
Thanks,
Ahmet
thanks for contribution. I'm watching all requests. I'll prepare a ordered request list for features which are possible. Currently some of their is not possible in plugin side. Some is available like render region, some native shader support. 2.01 has unlimited textures(as it fits to VRAM).Internal Node editor has cancelled due some problems. We can look for another way. Please don't worry to ask any wish.
Thanks,
Ahmet
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
- blastframe
- Posts: 178
- Joined: Wed May 21, 2014 6:01 am
- Location: Los Angeles, CA USA
Thank you for your very awesome work, Ahmet! I love the plugin.
Here are a few of my ideas.

Here are a few of my ideas.
- C4D native Multipass support for Reflection, Specular, etc.
- Better LiveDB Support - sometimes materials come over incorrectly (see image attached).
- Manual Explanations of C4DOctane texture generators (i.e. Dirt, Refshader, ColorCorrection, Multiply, Ridged Fractal, etc.)
- Support of C4D native Focus Object for Depth of Field
- Attachments
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- Live DB Discrepancy
- LiveDB.PNG (95.02 KiB) Viewed 5646 times
-Native passes are under developmentblastframe wrote:Thank you for your very awesome work, Ahmet! I love the plugin.![]()
Here are a few of my ideas.
- C4D native Multipass support for Reflection, Specular, etc.
- Better LiveDB Support - sometimes materials come over incorrectly (see image attached).
- Manual Explanations of C4DOctane texture generators (i.e. Dirt, Refshader, ColorCorrection, Multiply, Ridged Fractal, etc.)
- Support of C4D native Focus Object for Depth of Field
-Livedb: Yes, maybe a unsupported node in this material. What's the category?
-I'll try to improve
-Focus object works, if autofocus is off and focaldepth=0
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
- blastframe
- Posts: 178
- Joined: Wed May 21, 2014 6:01 am
- Location: Los Angeles, CA USA
Great news, Ahmet!aoktar wrote: -Native passes are under development
-Livedb: Yes, maybe a unsupported node in this material. What's the category?
-I'll try to improve
-Focus object works, if autofocus is off and focaldepth=0
Regarding the unsupported material, it is in Materials\Organic\Vegetation (named 'Dirt').
Thanks for the tip on the Focus Object.
