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
Evolutionary
Licensed Customer
Posts: 48
Joined: Thu Aug 28, 2014 10:48 pm

The ability to select an object not to receive shadows would be useful.
AndreaMannori
Licensed Customer
Posts: 153
Joined: Thu Feb 24, 2011 8:25 am
Location: Bergamo

Please consider the need of external gpus like these, Alienware & Sonnet.
http://www.hwupgrade.it/news/portatili/ ... 54681.html
http://www.sonnettech.com/product/thunderbolt/
I know that pci-e 16x is faster than Thunderbolt 1 or 2 BUT if Octane works with 4x or 8x pci... we can afford a little extra budget to increase the laptop power and continue using Octane vs any other engine.
THX
Andrea Mannori

win 8.1 x64; nvidia 770M driver 340.52; octane standalone 2 + c4doctane 2.
RahiSan
Licensed Customer
Posts: 134
Joined: Sat Apr 12, 2014 7:55 am

I dont know if this has already been mentioned, i would love to see a dedicated hair shader, something like vray hair. I know some people have created some pretty good looking hair, but I think the quality of vray hair has yet to be matched.

Also, is it only me or does displacement currently not work with procedurals? If so, this would be pretty useful aswell.
kavorka
Licensed Customer
Posts: 1351
Joined: Sat Feb 04, 2012 6:40 am

RahiSan wrote: Also, is it only me or does displacement currently not work with procedurals? If so, this would be pretty useful aswell.
It doesn't work as of right now.
Intel quad core i5 @ 4.0 ghz | 8 gigs of Ram | Geforce GTX 470 - 1.25 gigs of Ram
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whersmy
Licensed Customer
Posts: 723
Joined: Thu Aug 30, 2012 7:40 am

@ AndreaMannori
using external gpus work very well with Octane. Even with expresscard 2.0 PE4L cards speed is perfect. I tested a gtx 750Ti with 0 problems.

As for the features

Multilight could really be a another game changer to get even more realistic renders, is it even possible to implement without considering speed decreasing due to simultaneously calculating light?
ML + octane speed and realism + Region render = instant win
Octane 2022.1.1 nv535.98

x201t - gtx580 - egpu ec
Dell G5 - 16GB - dgpu GTX1060 - TB3 egpu @ 1060 / RTX 4090

Octane Render experiments - ♩ ♪ ♫ ♬
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Seekerfinder
Licensed Customer
Posts: 1600
Joined: Tue Jan 04, 2011 11:34 am

whersmy wrote:Multilight could really be a another game changer to get even more realistic renders, is it even possible to implement without considering speed decreasing due to simultaneously calculating light?
ML + octane speed and realism + Region render = instant win
Yes!
Actually, there might be a twist regarding speed. Bearing in mind that I probably have no idea what I am talking about, consider the following for pure entertainment value... Octane performs poorly with small / few light sources. So perhaps, just perhaps, the 'master' render might actually be faster with ML. Imagine that.

Seeker
Win 8(64) | P9X79-E WS | i7-3930K | 32GB | GTX Titan & GTX 780Ti | SketchUP | Revit | Beta tester for Revit & Sketchup plugins for Octane
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nuverian
Licensed Customer
Posts: 119
Joined: Wed Feb 17, 2010 3:30 pm

Render Passes are a must for a production. If/when you do that also consider multi-channel EXR.

Volumetric Shaders is something I presonaly miss from the most rendering engines I try. Many renderers are great but they miss specialized shaders. Apart from usefulness, this will set Octane one step above those many renderers. If/when you implement those, please consider using widely used methods (rg OpenVBD) instead of going specific like Maya Fluid. I think it will be much better in the long term, considering the way the industry is moving.

Hair & Fur Prety much what's my opinion above. Specialized shaders are usualy missing from renderers. Again I think it would be much better if you make use of common splines found in any software instead of supporting specific systems. As a side effect this will also allow Octane to render splines.

Those are my 3 cents :)

Generaly speaking I'd like Octane to become more easy to use in projects and workflow other that still image product/archviz renders. To be more exact I have a hard time finding a nice workflow for CG/Live action integration & compositing.
http://www.nuverian.net
nuverian.deviantart.com
---
i7 920 2.66, 6G RAM, GTX 660 Ti, Win7 64x.
pBarrelas
Licensed Customer
Posts: 68
Joined: Tue Jun 29, 2010 6:12 pm

Visibility control (diffuse, reflection, refraction and shadow ) at mesh level as in C4D compositing tag.
Win 8.1 Pro 64-bit| i7-4930k 3.4GHz | 32 Gb RAM | GTX 980 4Gb| Driver Version 344.75
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NVN
Licensed Customer
Posts: 504
Joined: Tue Jun 08, 2010 8:10 pm

Visibility control +++++++++100


we neeed that first of all!!!!
pBarrelas
Licensed Customer
Posts: 68
Joined: Tue Jun 29, 2010 6:12 pm

Another feature that I'm missing after playing more with Octane, is a true material layering or stacking system. The current Mix material is limiative.
Win 8.1 Pro 64-bit| i7-4930k 3.4GHz | 32 Gb RAM | GTX 980 4Gb| Driver Version 344.75
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