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Re: New nodes feature discussion towards v1.0 final
Posted: Sat Mar 05, 2011 9:20 am
by radiance
Ice_Juice wrote:And what about the promise of a new engine?
It is expected in version 2?
If you are talking about the new render kernel it's in development and is not the topic of this thread, this thread is to discuss the addition of nodes for building more complex macros...
I will wait a bit to get some more replies / feedback before I respond to the other people's suggestions.
Radiance
Re: New nodes feature discussion towards v1.0 final
Posted: Sat Mar 05, 2011 9:31 am
by Scog
I would like to see a fresnel node, or nodes necessary for creating one (such as an incidence node). This is needed to create accurate metalic (Conductor) materials, as currently only Specular (Dielectric) accepts an IOR.
I'd also like to request more descriptive labelling throughout the package. something like 'Refractive index' or "IOR" rather than just "Index".
The Idea is that if someone wants to know what a slider represents, googling the label will give relevant results.
I imagine if you were to add an "Index" slider to the glossy material, a significant number of people would have no idea what it was for.
Another solution would be to add tooltips Describing the role of the node in question. It would also be nice if these were customisable for making macros, and could be used like code comments to help users understand how they work.
Re: New nodes feature discussion towards v1.0 final
Posted: Sat Mar 05, 2011 9:33 am
by Elvissuperstar007
Ice_Juice wrote:And what about the promise of a new engine?
It is expected in version 2?
Оо!!! it will be awful
Re: New nodes feature discussion towards v1.0 final
Posted: Sat Mar 05, 2011 9:39 am
by Elvissuperstar007
falloff shader needed
Re: New nodes feature discussion towards v1.0 final
Posted: Sat Mar 05, 2011 10:52 am
by PeterCGS
Please keep this topic clear.
*I would like to see the addition of integer values in the image nodes, that controls input sequence for images (So you can control which image Octane loads from a framestack through plug-ins (image sequences)).
*Also distance from camera nodes. That would be excellent as a mixer node for example, so you can mix a "far off" material with a close-up material.
*AO node that isnt tied to the direct light AO input value, with procedural alpha overlay. Also for mixing materials (create dirt etc).
*Shadow Receive on/off node.
*Shadow cast on/off node.
*Stack nodes with different bledning modes like add/screen/multiply/subtract etc. (Stack materials upon eachother vs material mixing node)
*Gradient node with spline/linear smoothing that accepts camera incidence/black body emission incidence/Distance to camera/distance to mesh/surface thickness
*Matte node. Alpha black/white (custom alpha creation based on materials, instead of only atmosphere)
*Double sided/single sided normals node
Thank you!

Re: New nodes feature discussion towards v1.0 final
Posted: Sat Mar 05, 2011 11:01 am
by Magog
*Shadow Receive on/off node.
*Shadow cast on/off node.
Yep! Fantastic!
* anisiotropic node.
* node environment (to use textures for reflection in daylight system. Very useful for outdoor scenes!)
Re: New nodes feature discussion towards v1.0 final
Posted: Sat Mar 05, 2011 11:06 am
by suhail_spa
procedural textures:
- ramp
- normal ramp
- fresnel ramp
- fresnel conductor
it will be great with these..
and:
- wireframe procedural texture
Re: New nodes feature discussion towards v1.0 final
Posted: Sat Mar 05, 2011 11:39 am
by face
PeterCGS wrote:Please keep this topic clear.
*I would like to see the addition of integer values in the image nodes, that controls input sequence for images (So you can control which image Octane loads from a framestack through plug-ins (image sequences)).
*Also distance from camera nodes. That would be excellent as a mixer node for example, so you can mix a "far off" material with a close-up material.
*AO node that isnt tied to the direct light AO input value, with procedural alpha overlay. Also for mixing materials (create dirt etc).
*Shadow Receive on/off node.
*Shadow cast on/off node.
*Stack nodes with different bledning modes like add/screen/multiply/subtract etc. (Stack materials upon eachother vs material mixing node)
*Gradient node with spline/linear smoothing that accepts camera incidence/black body emission incidence/Distance to camera/distance to mesh/surface thickness
*Matte node. Alpha black/white (custom alpha creation based on materials, instead of only atmosphere)
*Double sided/single sided normals node
Thank you!

I know that you use Softimage

You can do all the texture stuff inside Softimage and render it out as a rendermap.
The exporter looking at it and generate each frame a new image...
face
Re: New nodes feature discussion towards v1.0 final
Posted: Sat Mar 05, 2011 1:32 pm
by PeterCGS
haha.. Ok, thats how long it worked trying to stay on topic (sorry Radiance)
I use Lightwave aswell... Stuff aren't working as good there
I didn't know you already could use animated textures with rendermaps? Must have missed it. Do you have any post how to set it up Face? You post too much goodies, so its hard to know whats being working on, whats already in there, and most importantly, how to use it

(I never ever have rendered anything in MR (n00b), except depth/alpha mattes.. thats about it)..
Re: New nodes feature discussion towards v1.0 final
Posted: Sat Mar 05, 2011 1:57 pm
by grimm
PeterCGS wrote:
*Shadow Receive on/off node.
*Shadow cast on/off node.
I don't know if I would want these options. They are biased which doesn't fit very well with Octane's unbiased nature.

I guess it's a matter of opinion, but I want the shadows to fall as they would in the real world.
Grimm