2.25 bugs / needed features

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abstrax
OctaneRender Team
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Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

kavorka wrote:On that note, it would be great if you could expand/contract the nodes of a material (similar to how the macros work).

For instance, you could click a button and it would expand the separate nodes for diffuse, reflection, bump, roughness, etc. then you could click a button and it would re-embed them into the node.
It's on our to-do list. Just didn't get to it yet. Hopefully during the v3 cycle.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
gah5118
Licensed Customer
Posts: 358
Joined: Thu Jun 02, 2011 4:25 pm

we are nesting. it is still a mess. i hope y'all would consider adding a feature as mentioned to hide wires except for what is selected. cant tell you how many times we are trying to grab something and disconnect something. at least now there is undo. it would make our work a lot easier especially when dealing with a couple of hundred connections.
Windows 8.1 | i7 950 | GTX 780ti | 24gb ddr3
gah5118
Licensed Customer
Posts: 358
Joined: Thu Jun 02, 2011 4:25 pm

if it wont work as a pass, then an option in the render target so it can be included in a batch?
Windows 8.1 | i7 950 | GTX 780ti | 24gb ddr3
kavorka
Licensed Customer
Posts: 1351
Joined: Sat Feb 04, 2012 6:40 am

Thanks to the devs for commenting :)
Glad some of these are on the list.

For the node links, would it be possible to do it like I had suggested, but maybe have there be a button you click and it will show the connections, or have it make the connections real? It could even be that when you have 1 part selected, it highlights the node it is connected to, or have a button you click to select the other side of the connection.
I understand your point about it becoming confusing, but I would rather have it be an option and have to figure it out later to have it cleaner and more user friendly in the present.

We do a lot of nesting, but when we have over 50 obj nodes with there own targets that each use 1 or more common material it gets messy. I have tried grouping all obj nodes which cleans up the main screen, but when you are in that macro, it is still messy.
Its a very useful way to clean up everything when you are working with a small amount of obj nodes and targets, but we often have near 100 and each render target has to have linked attributes, not just the materials.

I forgot one more thing which I came across when nesting.

If you have some render targets, and group them together, they get renamed and it adds a (1) at the end of each one. Not really a big deal but a small annoyance.

We are upgrading to V3 once it is officially released next month, looking forward to all the new features :)
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