Which feature do you need the most?

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Which feature do you need the most?

Region Render
139
6%
Network render
84
4%
Render Passes
238
11%
Hair&Fur
286
13%
Particles
228
10%
Multilight
155
7%
Internal Texture Mapping (planar, box, spherical, cylindrical, camera and so on)
86
4%
Undo
104
5%
Volumetric: fire, smoke, clouds
369
16%
Mixing of daylight and HDRI environment
211
9%
Subdivision surfaces (OpenSubDiv)
80
4%
Multi UV channels
129
6%
Rounded edges
130
6%
 
Total votes: 2239
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Seekerfinder
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Posts: 1600
Joined: Tue Jan 04, 2011 11:34 am

sikotik13 wrote:This post is pretty much just to point out for Seeker that I added an example in my previous post, in case he was still curious.

Also, since I have used this handle -and variations of it- in many, many places for quite a few years, it is entirely possible I jammed with your brother. I've also met a few others with a similar attachment to the moniker, so it could have been one of them. Perhaps we are becoming legion!

Anyway, hit me up in a pm or something, if you want to try to figure it out.

Happy Rendering, y'all.

Sik, Out.
Thanks Sik,
I was totally kidding about the jamming thing... I thought your moniker was pretty unique!

Thanks for the images. Tbh I expected more sss effect. But it can be hard to judge sss at a distance (except subtle sunlight through leaves / snow etc imo). I find that sss is best appreciated with closeups of skin and other materials. So it's hard to see what the real efficiency of your material setup is form a sss point of view.

(Perhaps this thread should be moved to the Resources a& Sharing forum since we're probably steering into that territory)?

Thanks again for sharing, Sik.

Best,
Seeker
Win 8(64) | P9X79-E WS | i7-3930K | 32GB | GTX Titan & GTX 780Ti | SketchUP | Revit | Beta tester for Revit & Sketchup plugins for Octane
riggles
Licensed Customer
Posts: 493
Joined: Mon Feb 17, 2014 3:34 pm
Location: CT, USA

Multiple UVs or UV tiling support is surprisingly absent still. I can't use Octane when I get a MARI asset that's tiled, unless I want to go thru the process of creating multiple shaders for each tile (I don't, it's never worth it). I didn't this as part of 2.x features either, which means Octane will have to take back seat for some of my work for another year.
JessicaVines
Licensed Customer
Posts: 69
Joined: Thu May 08, 2014 7:52 am

Comprehensive options for inclusion/exclusion on a per object basis. Visibility/accept lighting/reflection/refraction/ao/shadow caster/receiver...which of course carries over to the upcoming multipass system.

eg. Object A is visible in object B's reflection but not refraction.

eg. Object A is invisible to Object B's reflection, but the rest of the scene can see it.

eg. Object A should only be excluded by Light B illumination.

This is a must have IMO!

Kind regards.
epoimran
Licensed Customer
Posts: 10
Joined: Mon May 05, 2014 2:19 pm

Would dearly love to see multi uv channel support. Texture memory and number of textures on cards are limiting enough. Honestly, i cant believe how low it is in the poll.
WhaleHunter
Licensed Customer
Posts: 61
Joined: Wed May 14, 2014 8:49 am

JessicaVines wrote:Comprehensive options for inclusion/exclusion on a per object basis. Visibility/accept lighting/reflection/refraction/ao/shadow caster/receiver...which of course carries over to the upcoming multipass system.
Yes. +6 of us

This is important for integrating objects and scenes in real footage.

A configurable matrix.

Current matte setup only really supports one use case. The configurable matrix will allow many use cases.

If the stand alone version could support object properties for a customisable matrix for inclusion /exclusion for objects, and camera for visibility, shadow, reflection, and alpha contribution (eg alpha contribution =-1), then each of the software plugins that natively supports could allow access for the coders to link to the hooks on the standalone side. (eg: 3ds max has object properties that can do this).

Please and thanks.

Further suggestions or questions?
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00Ghz
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Location: Denmark
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JessicaVines wrote:Comprehensive options for inclusion/exclusion on a per object basis. Visibility/accept lighting/reflection/refraction/ao/shadow caster/receiver...which of course carries over to the upcoming multipass system.

Yep, this would be extremely useful. Not just for VFX but for product studio renders.
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Phantom107
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Posts: 686
Joined: Tue Jul 24, 2012 11:31 am
Location: The Netherlands

Request Can we get some kind of texture generator that goes from white (geometry up close) to black (geometry in the distance)?

I just incorporated draw distance with my CSV instances to speed up render times. Problem is, it looks weird in the distance if I dont change my ground material to a grass material.
voon
Licensed Customer
Posts: 527
Joined: Tue Dec 17, 2013 6:37 pm

I generally would like to see more, advanced texture generators ... i miss one that produces better specks for instance ... turbulence can be tuned down to fine spaghetti and serve as specks from afar, but it'd be nicer to have more algorithms/fractals at hand. I find materials, that can somehow save themselves from texture images more impressive ... easier to share and handle.
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00Ghz
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Regarding more texture nodes, yes more would be usefull along with a color correction node(hue etc)

Now a possible request. Is it possible to use SVG code as textures to save memory?
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MoGrafik
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Posts: 143
Joined: Thu Aug 15, 2013 6:39 pm

Just mentioned it over in the cinema 4d plugin forum, but thought I'd put it here also. I would absolutely LOVE to see the ability to load an imagetexture node into the radius parameter of the dirt shader, to allow for an image based falloff for dirt. Please, please consider this for future updates!
Win 8.1 / i7 4930k / 2 x GTX Titan / Cinema 4d
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