Roadmap for improved octane development process?

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abstrax
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jsuarez388 wrote:I'm gonna chime in and agree with Tim_Grove.

I am also Octane Team all the way, but recently trying out Redshift really opened my eyes as to how much Octane lacks in several areas. I'm not super tech savvy so i'm going to speak from my experience as a motion designer.

To answer Abstrax's questions:

* First and most important to me is lack of documentation. In this aspect I think Otoy could reference Maxon. The convenience of right clicking and getting help is invaluable. I know there's a manual from Aoktar out there, but as more updates for the plugin roll out, this is not updated, and I understand because it's all on his shoulders...I'm not even sure if he has any support from other developers.
Please bear in mind that I'm not directly involved with the documentation, but we have a small team of people working on the Standalone documentation and for all plugins. And yes they are currently struggling to keep up which means that there is definitely room for improvement and we are trying to get on top of things.
* This brings me to my second point. If there are not already, there should be teams of developers focusing and stress testing versions before they roll out. I personally prefer to wait for a stable release than get several releases full of bugs and having to go back and forth between versions.
We don't have teams to do QA unfortunately. For now we are including people who are interested in the beta testing and roll out those releases as public test / development releases or release candidates. The idea is to gather input form as many people as possible, who are interested in the development of new features.

The alternative is to make the beta testing private and hidden, but that means that normal users will have less influence on the development. But if people just don't like our current approach, we can definitely change it.
* A customer support system with tickets would be great, again, having to rely on the forum is not up to date with today's practices, it's just backwards, frustrating and quite honestly it's not efficient at all.
We do have that, just click on "support" in the top menu (or go to https://help.otoy.com). The forum is basically a relict from the past, but shouldn't be used as main support platform, but still is for some reason.
* On the UI/UX side (I don't use standalone, so this is my opinion of C4Ds plugin) - using RedShift felt overall like a more finessed and premium product, with thoughout branding and cohesiveness and integration with C4D's layout and I hate to admit this, because again, I'm all about Octane, but it's disappointing to see swarms of people switching to RedShift and praising it on Social Media and version after version we don't see the UI/UX getting some love.
Ok, noted.
And I do know that as V3 customers we got V4 upgrade for free, but honestly. I rather pay for an upgrade that's taken care of on all angles than get it for free. Look at Insydium and all the success they've had...how well it integrates with C4D and how happy people are with it.
I think the fundamental problem here is that we are not supporting only one but 19 different host applications. And my feeling is that we are spreading resources too thin and might have to drop a few in the longer term. Let's see how things develop.
I do want to say that the Node system in C4D's plugin is great, this is a place where I think Octane has the upper hand over Redshift, and I agree with Tim, this is not a thread to trash talk Otoy, it's developers or the software. We truly want to continue using it and we care about the product and it's future, it just feels like it needs some serious attention to stay in the competition.
Thank you for your input. Very much appreciated :)
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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aoktar
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jsuarez388 wrote:
* On the UI/UX side (I don't use standalone, so this is my opinion of C4Ds plugin) - using RedShift felt overall like a more finessed and premium product, with thoughout branding and cohesiveness and integration with C4D's layout and I hate to admit this, because again, I'm all about Octane, but it's disappointing to see swarms of people switching to RedShift and praising it on Social Media and version after version we don't see the UI/UX getting some love.
Thanks but frustating feedbacks! What's the superior in UI? They immitiate or follow what I did, remember octane is first gpu renderer in C4d. And I brought a lot of features others don't have. Also new manual has not lacks of informations. You seems like being fair here.
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Notiusweb
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@Abstrax/Aoktar -
LOL...if anyone really believed that Redshift was better than Octane, do you think they would be on this forum?
No, they would say Bye-Bye and just use Redshift!

I also have to say other websites have a ticket help system, and it feels like the Department of Motor Vehicles ("DMV") in the US....I hate it.
I think the forums here are much more communicative and forward and I very much appreciate the interactive feed back given by developers here.
I have nothing but great things to say about your customer service, if you want to call it that.
No site even comes close to this one.
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tim_grove
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Thanks jsuarez388 for the points!

I’ve written a big list below of things based on my experiences, discussions with art directors, studios and other artists over the last 2 years, in no particular order.


Otoy

- Otoy and it’s products need a rebrand, even if the logo and colour scheme remains the same (I actually don’t mind either of these) they need a brand that can encompass an intuitive graphic approach to all of the products. A set of rules for how new products should be promoted, designed and appear. These need to be categorised in a way that can be understood quickly and easily. It might seem like this is a really cosmetic change but this can absolutely transform a business as evidenced in many rebrands around the world.

- This brand needs to translate as an experience to the user interface too. Imagine your product was a workflow “The Otoy Way” - How good is it currently? and are you proud to call it your product? How good could it be?

- The website needs an overhaul. The current home page presents services, technology and products together with no discernible difference. When I first wanted to get Octane I almost purchased a subscription to ORC. It’s trying to say everything at one time and is covered in call to actions that feel meaningless. The top nav is sometimes combined with a side bar nav on some pages, this is really confusing because sometimes they have the same options like links to the forum, news and even another product like Octane Bench. So many things are tucked away and unintuitive.

- It would be nice to see some sort of timeline of development, what each team is working on, milestones and deadlines. We’ve just waited 8 months for V4 Stable and I’m aware that you’ve been working parallel to your other releases which is awesome but If users were made aware of what was going on I think it would have made much more sense about why everything was taking so long. Most people here understand your difficult task, and understand that there will be times that things won’t be ready, deadlines not met, and milestones pushed back. Some transparency here would help the brands reputation with both it’s existing and potential users, and mitigate some of the ship jumping.

- There needs to be better use of the newsletter. I have had 1 email from Otoy from the last 2 years and it was last week for the release of Octane V4. Talk to your users, they love you and love your products. We are professionals and check our emails every day. This is so much more formal than digging through a forum or having to sift through Facebook. If users want more they can go there. But weekly, fortnightly or monthly updates via email would be really welcome.

- Does Otoy have a Slack/Discord channel? I’m personally a fan of Slack as it’s work focused but both can categorise discussion by channel which is really helpful. This can mean real time communication between users which I actually think would alleviate the problem of newer users reporting misuse/poor optimisation as bugs. Quite often when I was first learning Octane I just needed someone to tell me I was doing it wrong. This doesn’t need a ticket, a facebook post or a thread on a forum, just some friendly education from a fellow user, something that can be solved in minutes. This is working really well for Greyscalegorilla at the moment.

- It would be ideal for products to have an opt-in for data collection on what people are using/doing. Not only will this increase the sample size of the data set (in turn it’s accuracy) but also the ability to create heat maps of particular workflow issues and would help Otoy focus resources where the most common pain points are.

- On the same note I’d like to see automatically compiled crash reports that can be simply sent as they occur. There are bugs that just go under the radar because someone is too busy/lazy to report them.

- I agree with Notiusweb about the feeling of a ticket system, however a good ticket system isn’t only for the users, it’s to create a database to plot data of persistence, scope and severity of bugs. However, this doesn’t need to replace how the forums work or the interaction between developers and users. All it means is that when a user posts a thread with a bug that someone (user or dev) logs a ticket for it so the data is captured and can be represented or reported on. This would allow Otoy to channel it’s resource more efficiently.

- Uniformed/structured approach to documentation. This should be written and maintained by the same team, carry the same tone of voice and utilise the same imagery where possible. Currently all of the documentation has different structures/contents and some is even written by people who’s first language is not English. It makes the documentation difficult to understand for a user but I imagine it must be insanely difficult to try write as well. I learned 90% of what I know about Octane from Inlifethrill, youtube and this forum, the other 10% from Ahmet’s document on his own site which I stumbled upon somehow. Comparatively I’ve learned 100% of X-particles from Insdydium’s documentation and videos. They are really well made and a great reference point for best practice.

- Most importantly, development like this doesn’t come without cost. Personally, and I can’t speak for all users, If you told me tomorrow that the price of my subscription was going up 20% because Otoy was hiring staff in these areas I’d gladly swallow it. I will mention Adobe CC price hikes every year and it pisses a lot of users off, there are two things that cause this.

- Adobe CC is an industry standard, people don’t have very much choice in a production environment but to pay whatever they ask. I have seen Otoy do the opposite of this with their pricing, to ensure there is a product tier available for almost everyone.
- Adobe continue to make new and bizarre products that they think creative people want instead of properly overhauling their design. AE/PS/AI/Premiere are absolute dinosaurs in their core and it’s reflected through poor performance comparative to other software. Otoy listen to their users and want to make a product that people want to use, something that Adobe really can’t seem to get their head around.


I’ve tried to get a bit more granular with actual things I’ve found using Octane, these are NOT requests, these are a few selected examples of processes that seem overly complex or inefficient to evidence my claims.

Standalone/All Plugins

- Getting a clean Alpha in Octane depends on so many factors and I often don’t understand how or when I should use which combination of settings for my given scenario. As you can probably see there is a lot of threads around describing different and unexpected alpha results.

- Alpha Channel checkbox in Kernels tab
- Keep Environment checkbox Kernels tab
- Pre-multiplied Alpha checkbox in Camera Imager
- Disable Partial Alpha checkbox in Camera Imager
- Alpha Channel checkbox in Render Settings Save
- Interpretation of file by compositing software (After Effects for example, has 2 options of Straight or Pre-multiplied)

There is probably actually more settings that effect getting a clean alpha but some sort of decision tree or workflow optimisation would really help here. A guide for how to interpret these in popular compositing software would be good too (PS, AE, Nuke, Fusion). I see a lot of posts where developers are frustrated with users because they haven’t followed the entire workflow to it’s endpoint. It’s important to understand how the Alpha is used to understand how it should come out of the render engine.

- How often are the live viewers the same across plugins? Do they all look the same and have the same button layout? If they don’t then who’s design is the most functional and efficient?


C4D Plugin

- Overall, settings and menus double up in function all over the place. For example: I have literally never right clicked on the live viewer to create a material, or use any of the functions in this menu because they are all available elsewhere.

- Film region and Render region have the same logo, currently mouse hover is the only way to tell which is which.

- Clay modes logo is some glossy coloured sphere, not sure why this logo is different to the others.

- Store render buffer/Enable A/B could be made as fast buttons like render region. I use this feature a lot and it feels like it has additional steps that could be made a bit faster.

- “Update material thumbnails” button/function, I think I once read somewhere there is a way to do this but the fact that it’s not immediately apparent leads me to think it needs to be more obvious.


Comparisons to Redshift in C4D

- Redshift IPR has 1 button for Stopping/Starting IPR and 1 button for Refreshing IPR. Octane has 4 buttons, Send and Restart, Restart, Pause, Stop and Reset Render Data. I don’t even know what they all do differently but maybe they could be simplified.

- Octane lays out it’s settings in C4D in multiple ways, through tags, the Octane settings window, the C4D render settings window, Live viewer also has a bunch of options too. Redshift has almost all of it’s settings inside the native C4D Render settings window. Something that feels like a Camera setting is inside the Camera tag, something that feels like a render setting is inside the render settings window.

- Redshift’s AOV workflow is a superior UX compared to Octane’s render pass workflow, the Render Passes tab is gigantic and contains so many options that I don’t need or use that often time is spent scanning and reading just to find the right setting. For example 99% of the time I only need beauty, denoise and post in my workflow. In Redshift I just choose to add 3 passes instead of having a checkbox for every possible setting.


I didn’t want to leave this post on a negative note so let me just outline some of the greatest strengths I think Octane/Otoy has.

- Passionate developers & passionate users. This is to a level I’ve never found with any other product. It’s important that the above points I’ve spoken about don’t ever alienate this process but rather encourage and nourish it.

- The Node Network. To me this is the future of creative workflows and even though it’s a bit clunky in C4D compared to Standalone I couldn’t live without it.

- The Tech. Some of the features coming to Octane look mindblowing.

- Unbiased Rendering. I got sent this great article written by chaos group https://www.chaosgroup.com/blog/the-tru ... -rendering and I generally tend to agree with it. However it’s based on the assumption that things will stay the way they are. Features like vector meshes, out-of-core, polarisation and the 2019 steps to “finish the equation” combined with faster tech like we are seeing from Nvidia simply means the only bottleneck is the hardware. It feels like we are approaching this realtime threshold and biased rendering can go back to being a dirty word.


I want to close by saying that this post is only an attempt to bring light to something I think Otoy could improve on. Good UX and UI comes from a balance of user input, developer input, hard data, then a rigorous method of sorting, interpreting and implementing. The best and most intuitive design is often subconscious, and goes unnoticed by the user. I want Octane to feel this way, and currently it doesn’t. I’m not sure what Otoy need to do - Project managers, data analysts, UI/UX Designers or something else, I don’t think I have all the answers.

These criticisms are not intended to be personal - if I just wanted to use Redshift or Vray or Arnold I wouldn’t have bothered spending all this time making this post, I’d just go use them. I actually really like Octane and I just want to see it be the best it can be.




Cheers, Tim


P.s: This is a more detailed post/interview about the video I mentioned earlier in this thread. Great approach.

Designing the design tools of Cinema 4D — a UX Case Study
https://uxdesign.cc/designing-the-desig ... b5e26859ae
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Goldorak
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tim_grove wrote:Thanks jsuarez388 for the points!

I’ve written a big list below of things based on my experiences, discussions with art directors, studios and other artists over the last 2 years, in no particular order.


Otoy

- Otoy and it’s products need a rebrand, even if the logo and colour scheme remains the same (I actually don’t mind either of these) they need a brand that can encompass an intuitive graphic approach to all of the products. A set of rules for how new products should be promoted, designed and appear. These need to be categorised in a way that can be understood quickly and easily. It might seem like this is a really cosmetic change but this can absolutely transform a business as evidenced in many rebrands around the world.

- This brand needs to translate as an experience to the user interface too. Imagine your product was a workflow “The Otoy Way” - How good is it currently? and are you proud to call it your product? How good could it be?

- The website needs an overhaul. The current home page presents services, technology and products together with no discernible difference. When I first wanted to get Octane I almost purchased a subscription to ORC. It’s trying to say everything at one time and is covered in call to actions that feel meaningless. The top nav is sometimes combined with a side bar nav on some pages, this is really confusing because sometimes they have the same options like links to the forum, news and even another product like Octane Bench. So many things are tucked away and unintuitive.

- It would be nice to see some sort of timeline of development, what each team is working on, milestones and deadlines. We’ve just waited 8 months for V4 Stable and I’m aware that you’ve been working parallel to your other releases which is awesome but If users were made aware of what was going on I think it would have made much more sense about why everything was taking so long. Most people here understand your difficult task, and understand that there will be times that things won’t be ready, deadlines not met, and milestones pushed back. Some transparency here would help the brands reputation with both it’s existing and potential users, and mitigate some of the ship jumping.

- There needs to be better use of the newsletter. I have had 1 email from Otoy from the last 2 years and it was last week for the release of Octane V4. Talk to your users, they love you and love your products. We are professionals and check our emails every day. This is so much more formal than digging through a forum or having to sift through Facebook. If users want more they can go there. But weekly, fortnightly or monthly updates via email would be really welcome.

- Does Otoy have a Slack/Discord channel? I’m personally a fan of Slack as it’s work focused but both can categorise discussion by channel which is really helpful. This can mean real time communication between users which I actually think would alleviate the problem of newer users reporting misuse/poor optimisation as bugs. Quite often when I was first learning Octane I just needed someone to tell me I was doing it wrong. This doesn’t need a ticket, a facebook post or a thread on a forum, just some friendly education from a fellow user, something that can be solved in minutes. This is working really well for Greyscalegorilla at the moment.

- It would be ideal for products to have an opt-in for data collection on what people are using/doing. Not only will this increase the sample size of the data set (in turn it’s accuracy) but also the ability to create heat maps of particular workflow issues and would help Otoy focus resources where the most common pain points are.

- On the same note I’d like to see automatically compiled crash reports that can be simply sent as they occur. There are bugs that just go under the radar because someone is too busy/lazy to report them.

- I agree with Notiusweb about the feeling of a ticket system, however a good ticket system isn’t only for the users, it’s to create a database to plot data of persistence, scope and severity of bugs. However, this doesn’t need to replace how the forums work or the interaction between developers and users. All it means is that when a user posts a thread with a bug that someone (user or dev) logs a ticket for it so the data is captured and can be represented or reported on. This would allow Otoy to channel it’s resource more efficiently.

- Uniformed/structured approach to documentation. This should be written and maintained by the same team, carry the same tone of voice and utilise the same imagery where possible. Currently all of the documentation has different structures/contents and some is even written by people who’s first language is not English. It makes the documentation difficult to understand for a user but I imagine it must be insanely difficult to try write as well. I learned 90% of what I know about Octane from Inlifethrill, youtube and this forum, the other 10% from Ahmet’s document on his own site which I stumbled upon somehow. Comparatively I’ve learned 100% of X-particles from Insdydium’s documentation and videos. They are really well made and a great reference point for best practice.

- Most importantly, development like this doesn’t come without cost. Personally, and I can’t speak for all users, If you told me tomorrow that the price of my subscription was going up 20% because Otoy was hiring staff in these areas I’d gladly swallow it. I will mention Adobe CC price hikes every year and it pisses a lot of users off, there are two things that cause this.

- Adobe CC is an industry standard, people don’t have very much choice in a production environment but to pay whatever they ask. I have seen Otoy do the opposite of this with their pricing, to ensure there is a product tier available for almost everyone.
- Adobe continue to make new and bizarre products that they think creative people want instead of properly overhauling their design. AE/PS/AI/Premiere are absolute dinosaurs in their core and it’s reflected through poor performance comparative to other software. Otoy listen to their users and want to make a product that people want to use, something that Adobe really can’t seem to get their head around.


I’ve tried to get a bit more granular with actual things I’ve found using Octane, these are NOT requests, these are a few selected examples of processes that seem overly complex or inefficient to evidence my claims.

Standalone/All Plugins

- Getting a clean Alpha in Octane depends on so many factors and I often don’t understand how or when I should use which combination of settings for my given scenario. As you can probably see there is a lot of threads around describing different and unexpected alpha results.

- Alpha Channel checkbox in Kernels tab
- Keep Environment checkbox Kernels tab
- Pre-multiplied Alpha checkbox in Camera Imager
- Disable Partial Alpha checkbox in Camera Imager
- Alpha Channel checkbox in Render Settings Save
- Interpretation of file by compositing software (After Effects for example, has 2 options of Straight or Pre-multiplied)

There is probably actually more settings that effect getting a clean alpha but some sort of decision tree or workflow optimisation would really help here. A guide for how to interpret these in popular compositing software would be good too (PS, AE, Nuke, Fusion). I see a lot of posts where developers are frustrated with users because they haven’t followed the entire workflow to it’s endpoint. It’s important to understand how the Alpha is used to understand how it should come out of the render engine.

- How often are the live viewers the same across plugins? Do they all look the same and have the same button layout? If they don’t then who’s design is the most functional and efficient?


C4D Plugin

- Overall, settings and menus double up in function all over the place. For example: I have literally never right clicked on the live viewer to create a material, or use any of the functions in this menu because they are all available elsewhere.

- Film region and Render region have the same logo, currently mouse hover is the only way to tell which is which.

- Clay modes logo is some glossy coloured sphere, not sure why this logo is different to the others.

- Store render buffer/Enable A/B could be made as fast buttons like render region. I use this feature a lot and it feels like it has additional steps that could be made a bit faster.

- “Update material thumbnails” button/function, I think I once read somewhere there is a way to do this but the fact that it’s not immediately apparent leads me to think it needs to be more obvious.


Comparisons to Redshift in C4D

- Redshift IPR has 1 button for Stopping/Starting IPR and 1 button for Refreshing IPR. Octane has 4 buttons, Send and Restart, Restart, Pause, Stop and Reset Render Data. I don’t even know what they all do differently but maybe they could be simplified.

- Octane lays out it’s settings in C4D in multiple ways, through tags, the Octane settings window, the C4D render settings window, Live viewer also has a bunch of options too. Redshift has almost all of it’s settings inside the native C4D Render settings window. Something that feels like a Camera setting is inside the Camera tag, something that feels like a render setting is inside the render settings window.

- Redshift’s AOV workflow is a superior UX compared to Octane’s render pass workflow, the Render Passes tab is gigantic and contains so many options that I don’t need or use that often time is spent scanning and reading just to find the right setting. For example 99% of the time I only need beauty, denoise and post in my workflow. In Redshift I just choose to add 3 passes instead of having a checkbox for every possible setting.


I didn’t want to leave this post on a negative note so let me just outline some of the greatest strengths I think Octane/Otoy has.

- Passionate developers & passionate users. This is to a level I’ve never found with any other product. It’s important that the above points I’ve spoken about don’t ever alienate this process but rather encourage and nourish it.

- The Node Network. To me this is the future of creative workflows and even though it’s a bit clunky in C4D compared to Standalone I couldn’t live without it.

- The Tech. Some of the features coming to Octane look mindblowing.

- Unbiased Rendering. I got sent this great article written by chaos group https://www.chaosgroup.com/blog/the-tru ... -rendering and I generally tend to agree with it. However it’s based on the assumption that things will stay the way they are. Features like vector meshes, out-of-core, polarisation and the 2019 steps to “finish the equation” combined with faster tech like we are seeing from Nvidia simply means the only bottleneck is the hardware. It feels like we are approaching this realtime threshold and biased rendering can go back to being a dirty word.


I want to close by saying that this post is only an attempt to bring light to something I think Otoy could improve on. Good UX and UI comes from a balance of user input, developer input, hard data, then a rigorous method of sorting, interpreting and implementing. The best and most intuitive design is often subconscious, and goes unnoticed by the user. I want Octane to feel this way, and currently it doesn’t. I’m not sure what Otoy need to do - Project managers, data analysts, UI/UX Designers or something else, I don’t think I have all the answers.

These criticisms are not intended to be personal - if I just wanted to use Redshift or Vray or Arnold I wouldn’t have bothered spending all this time making this post, I’d just go use them. I actually really like Octane and I just want to see it be the best it can be.




Cheers, Tim


P.s: This is a more detailed post/interview about the video I mentioned earlier in this thread. Great approach.

Designing the design tools of Cinema 4D — a UX Case Study
https://uxdesign.cc/designing-the-desig ... b5e26859ae
This is really, really fantastic feedback. Thank you. Give me and the team take a bit of time to go through every piece of it carefully. We may want to follow up with you directly on a few of these points if that’s OK?

Again - thank you!!
tim_grove
Licensed Customer
Posts: 64
Joined: Thu Sep 29, 2016 4:26 am

Goldorak wrote:
This is really, really fantastic feedback. Thank you. Give me and the team take a bit of time to go through every piece of it carefully. We may want to follow up with you directly on a few of these points if that’s OK?

Again - thank you!!
Sure thing, don't hesitate to PM me, or let me know if you want my email. Happy to chat with you any time. :)
frankmci
Licensed Customer
Posts: 917
Joined: Fri May 26, 2017 2:00 pm
Location: Washington DC

jsuarez388 wrote: * A customer support system with tickets would be great, again, having to rely on the forum is not up to date with today's practices, it's just backwards, frustrating and quite honestly it's not efficient at all.
I find the forum answers many questions quickly, without bothering the support folks, but when there's no solution there, opening a ticket is the way to go.

Try the, "Submit a Request," button right on the top of the Otoy Support page.

I've been very please with the direct support I get when I have issues. I do always make sure I've carefully tested and documented the problem before submitting it formally, though, and try to be as clear and specific as possible. Random, "Hey, why isn't such and such working?" with nothing to back it up is obviously pretty useless to the support folks and a waste of their time. They are remarkably patient when they reply to such posts here in the forum.

In fact, I just submitted an issue this morning, and got a preliminary response and ticket number within about 20 minutes.
- F
Animation Technical Director - Washington DC
frankmci
Licensed Customer
Posts: 917
Joined: Fri May 26, 2017 2:00 pm
Location: Washington DC

tim_grove wrote:
Goldorak wrote:
This is really, really fantastic feedback. Thank you. Give me and the team take a bit of time to go through every piece of it carefully. We may want to follow up with you directly on a few of these points if that’s OK?

Again - thank you!!
Sure thing, don't hesitate to PM me, or let me know if you want my email. Happy to chat with you any time. :)
I concur; really well written, clear, concise.
Thanks, Tim, for taking the time to express things from a professional user's perspective.
- Frank
Animation Technical Director - Washington DC
jsuarez388
Licensed Customer
Posts: 75
Joined: Fri Nov 27, 2015 1:38 am

tim_grove wrote:Thanks jsuarez388 for the points!

I’ve written a big list below of things based on my experiences, discussions with art directors, studios and other artists over the last 2 years, in no particular order.

...
I think you hit the nail in the head Tim, your feedback couldn't be more precise and I agree with everything you said.

I would just add a couple of things:

1.- As a C4D user I feel and believe that Maxon is one of the best software companies out there, their application is designed to be very intuitive and it's resources are readily available anywhere from the application. Insidyum went a step further by adding the link to a video on each tool and that's great! but I think most of us would be satisfied if we could just right click on an Octane tool and go straight to the manual, to which you made some very valid points. Ultimately what i'm saying is there's a lot of reference to take from Cinema 4D in terms of user experience, for its documentation, icon design, branding and settings.

2.- One thing that I think is definitely a time saver is that in C4D (and Insydium Xparticles has adopted this behavior too, which makes the blend with C4D even more seamless) you can right click the two little arrows next to any setting and it'll go back to it's default. In Octane C4D's plugin this just rounds the setting to the closest number, not to mention that once you edit render settings there's not going back to the defaults unless you reset everything. Right clicking just gives you a "copy text" option. This can become frustrating because we often have to play with settings but if things are not working, going back to defaults quick and easy would be great.


3.- This is more of a general question, i'm sure there's a reason for this, but is it really necessary to make adjustments by decimals instead of whole numbers? for example I find that seeing 2.322366 for light Power instead of just 2 is unnecessary. Again, in C4D I can hit Alt before adjusting a setting to get decimal points but otherwise we get whole numbers.
C4D default
C4D default
2018-12-15 11_36_23-Window.png (2.9 KiB) Viewed 3600 times

For what it's worth, I want to make myself available for feedback as well if needed. As a motion designer of more than 7 years, user of multiple applications and often tester of many new ones, I believe I can as well offer something back or just my personal opinion.

I do love Octane and in response to Aoktar's comments before to my post, I know Octane was the first out there and while others might have copied what was done here, I also feel (in terms of UX) they have jumped ahead as well. And like Tim, all my comments shouldn't be taken personally but as constructive criticism to make Octane the best it can be.
My system specs:
AMD Ryzen 7 1700
GeForce GTX 1070 x2
16GB Ram
Running Windows 10
Octane Render V4
tim_grove
Licensed Customer
Posts: 64
Joined: Thu Sep 29, 2016 4:26 am

Goldorak wrote:
This is really, really fantastic feedback. Thank you. Give me and the team take a bit of time to go through every piece of it carefully. We may want to follow up with you directly on a few of these points if that’s OK?

Again - thank you!!

Any update on this? A month today since the post and would love to have some more input/discussion without this post slipping away into the void like the rest.
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