gabrielefx wrote:Open Shader Language?
We need full functional shaders without writing lines of code.
I don't want to learn scripts to understand how create my procedurals.
Create you a stock of shaders and distribute it within the plugins.
Regarding the latest "stable" plugin yesterday I tried to convert a complex scene from 1.9 to 2.16 with the two way converter. It doesn't work...
Why Jimstar suggests to use this unofficial converter???
He never tried to use it on complex scenes
I have to stay with the 1.9, I can't upgrade Octane for Max because Otoy prefers to develop special effects for fire and smoke.
Are you joking?
For 4 years I have created tons of scenes and object libraries compatible with the 1.9 version.
What have I to do now????
There are tons of BASIC features already available in Vray, Mray and Corona that you don't want to port into the Max plugin.
All the other programmers that are developing on Modo, Rhinoceros and Lightwave already have aligned the plugins to the host applications.
regards
I´m afraid I have the same feelings and I am more and more disappointed about the max Plugin.
I still love Octane because of the Look it can create, the speed and the workflow.
But basic things are missing for ages. I agree that rendering volumes, fire, smoke and so on are great and I can understand
people are looking forward to those.
But I still can´t get any Renderlayers in my EXR files and the Object and Material IDs are still a joke. Random colors, seriously?
I just recently convinced the boss of my company to try Interior Visualization Animations with Octane.
I had a though time explaining the compositors, why they can´t have a RGB Mulitmatte Render Element like
in Vray. Or why I can´t make objects invisible to reflection, include and exclude from lights. And so on....
The Render Layer ID mode with the ID setting in the octane properties is great, but I have to re-render Masks
for every single object.
I gave up asking for something like a RGB Render Element, no one cares.
In fact the support gets worse all the time.
The thing about the none functioning converters is also very frustrating.
We are also stranded with 1.9. I built up a huge model library since version 1.5.
We use our assets and shaders for the architectural renderings all the time. I can´t just re-do all
my materials again.
As cool as this new experimental feature or volume rendering in octane 3.0 might be.
If there won´t be the missing basic features like masks added and a functioning converter für pre 2.0
scenes we are done with octane.