******* Wishlist and feedback topic ********

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aoktar
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valters wrote:on Live DB for Local DB section button Reset Previews needed.
noted.
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aoktar
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jeffbriant wrote:1. drag and drop tex from live DB to material manager

2. The ability to exclude objects' shadows from a floor matte object

3. When you have color correction or mix texture or noise.. i would LOVE to be able to see a thumbnail instead of a white square, or red for dirt.

4. Layered Materials! Mix materials are really nice, but i love just throwing on an alpha decal on something and adjusting manually in the tag.

That's all for now! Such an awesome job on this latest release!!!
1. Not possible as i know. I have checked this for a long time ago while doing livedb.

2. Render layers of 2.20 can help this. Check layering and shadow passes to see possibilities

3. Upcoming node editor has better preview options for each nodes. Even it's possible to size as you wish. Also will check this request.

4. Octane has not layer materials. But i'll check possibility of doing a custom node. But after a stabile release.
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jeffbriant
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aoktar wrote:
1. Not possible as i know. I have checked this for a long time ago while doing livedb.

2. Render layers of 2.20 can help this. Check layering and shadow passes to see possibilities

3. Upcoming node editor has better preview options for each nodes. Even it's possible to size as you wish. Also will check this request.

4. Octane has not layer materials. But i'll check possibility of doing a custom node. But after a stabile release.

Thanks! The latest 2.20 worked with the shadows stuff, You're the best.

Would vertex mapping ever be able to work properly? like dragging a vertex map tag into a channel or mix texture? As of now i have to bake everything.
2x1080's network rendering to 4x980Ti's
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sphericall
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aoktar wrote:Also could you please write a little note about your satisfication amount for plugin, also stability problems.
Is that possible to higher up the Time limit above the 10000 sec
Image
Now it is limited to 10000 seconds so it gives 2 hours and 46 minutes. Sometimes it is not enough..
It shouldn't be a big deal, and it would help me with HQ renders.

Thanks for your work Aoktar.
Plugin work great for me but there are some minor thing to be improved:
  • Time limit
  • copying objects from one project to another copies it only with the top level mix material, while dependent materials needs to be copied and assigned manually - its very annoying. Maybe creating three new material types like MixDiffuse+Glossy MixDiffuse+Specular and MixGlossy+Specular would help.
  • better cooperation of the Cinemas Compositing Tag (With object buffer) and Octane Object Tag
  • another great helper could be "Use the Camera Focus Distance" in the OctaneCameraTag
    Image
Win 7 64 bit | 2 x GeForce GTX 660 | Intel Core i7-930 CPU 2,8 GHz | 8GB | Cinema 4d r15 Visualize (no Mograph, no Hair)| OCTANE benchmark scene 2,06 Ms/sec
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aoktar
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Hi sphericall,

- mix material issue for copying to other scenes, this can be unsolvable by plugin. C4D does not support this kind of material linkage. A trick is to assign all materials to null, and copy your objects.

- What's the better co-operation for comp tag? Reflect,refract, etc.. support?

- It's possible to use camera's focus distance. Uncheck auto focus and leave values as ZERO.
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xcaseyx
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only request at this point would be to allow the user to define the shape of the particle in the render engine. ie cube, platonic, plane, disc, etc.
Last edited by xcaseyx on Thu Feb 19, 2015 5:20 pm, edited 1 time in total.
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aoktar
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xcaseyx wrote:I've only been using the plugin for a little bit now, but its very polished. My only requests at this point are,

Particle engine improvements, ie passing properties onto the renderer like scale, shape, etc. Or even its own set of options to interpret existing parameters.
yes, will look to that. But i have a very long list to do.
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xcaseyx
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Thanks Aoktar! I know you're busy, take your time. :D
valters
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is it possible to make BooleShader that will make changes on intersection with reference object? :)
So put this shader on Opacity channel of main material >> inside drop reference object
From side of reference object..on it there will be usual Octane material and that settings will be transferred on intersected part.

ps. if somebody know how to make something like this with existing options it will be very helpful :)
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clement
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could it be possible to edit the first post of this topic , grouping all requests ( with maybe something saying if the request is doable or impossible etc ) so we could check if our request is already asked more easily plz ?
Win7 x64 / Cinema4D R15.064 / I7 4930K - Nvidia gtx770
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