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Re: Which feature do you need the most?
Posted: Thu May 08, 2014 1:38 pm
by Seekerfinder
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
Re: Which feature do you need the most?
Posted: Fri May 09, 2014 4:55 am
by riggles
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.
Re: Which feature do you need the most?
Posted: Wed Jun 04, 2014 2:29 am
by JessicaVines
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.
Re: Which feature do you need the most?
Posted: Wed Jun 11, 2014 4:08 pm
by epoimran
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.
Re: Which feature do you need the most?
Posted: Tue Jun 17, 2014 11:33 pm
by WhaleHunter
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?
Re: Which feature do you need the most?
Posted: Fri Jun 27, 2014 2:28 pm
by 00Ghz
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.
Re: Which feature do you need the most?
Posted: Sat Jun 28, 2014 2:47 pm
by Phantom107
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.
Re: Which feature do you need the most?
Posted: Sat Jun 28, 2014 4:11 pm
by voon
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.
Re: Which feature do you need the most?
Posted: Fri Jul 04, 2014 7:06 pm
by 00Ghz
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?
Re: Which feature do you need the most?
Posted: Sun Jul 06, 2014 10:47 pm
by MoGrafik
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!