OctaneRender™ Standalone 2.04

VIP Information, news and announcements regarding new Octane Render commercial products and releases.
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abstrax
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Elvissuperstar007 wrote:Cntr+Z ? sorely lacking
We know. It's on its way (we already started working on it), but had to take a backseat due to more important stuff for now.
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prehabitat
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abstrax wrote:
Elvissuperstar007 wrote:Cntr+Z ? sorely lacking
We know. It's on its way (we already started working on it), but had to take a backseat due to more important stuff for now.
No idea how this thing works, but perhaps CTRL+Y while you're at it?
Not sure if other's do this but I like to cycle between ctrl+Z & ctrl+Y to take in all the subtle differences
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manalokos
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My suggestion:

Pipeline input and output.
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inlifethrill
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I agree. Interface cen certainly be better, much better. Hope you figure it out.
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gabrielefx
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does this version support Microsoft game pads to navigate within the Oculus?

regards
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Rikk The Gaijin
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abstrax wrote: I have to agree, but I don't see easy solutions. Remember it's all just nodes, connected with nodes, connected with nodes, ...

One thing that could be easily done would be to bring back the bigger indentation we had in version 1. Or maybe make it configurable. And probably changing the spacing between the nodes would help, too. We also have been thinking about grouping pins and maybe have a collapsed view (showing only the value and pin name and no node name, node type etc.) and an uncollapsed view (showing the whole shebang like now).

If someone has better ideas, please let us know.
Designing User Interfaces is probably one of the most difficult thing to do, it has to be easy to understand, easy to use, accessible to everyone, and possibly good looking. I wish I could help you, but UI design is my nightmare, I really suck at it.
The only thing I could suggest is to dedicate a person to do it (if it's not like that already) and create a sub-forum dedicated to the UI where user can discuss it and share feedback and ideas...
Rikk The Gaijin
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gabrielefx wrote:does this version support Microsoft game pads to navigate within the Oculus?

regards
Today I got my Oculus VR Kit 2, I can't wait to try it with Octane, and it would indeed be awesome if you could navigate the scene using the gamepad.
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Elvissuperstar007
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Rikk The Gaijin wrote:
abstrax wrote: I have to agree, but I don't see easy solutions. Remember it's all just nodes, connected with nodes, connected with nodes, ...

One thing that could be easily done would be to bring back the bigger indentation we had in version 1. Or maybe make it configurable. And probably changing the spacing between the nodes would help, too. We also have been thinking about grouping pins and maybe have a collapsed view (showing only the value and pin name and no node name, node type etc.) and an uncollapsed view (showing the whole shebang like now).

If someone has better ideas, please let us know.
Designing User Interfaces is probably one of the most difficult thing to do, it has to be easy to understand, easy to use, accessible to everyone, and possibly good looking. I wish I could help you, but UI design is my nightmare, I really suck at it.
The only thing I could suggest is to dedicate a person to do it (if it's not like that already) and create a sub-forum dedicated to the UI where user can discuss it and share feedback and ideas...
+11111 let's create a mini competition for the design and logic of the nodes of the system
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Elvissuperstar007
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limit does not work stand and 3ds max bug
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smicha
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Rikk The Gaijin wrote:Today I got my Oculus VR Kit 2, I can't wait to try it with Octane, and it would indeed be awesome if you could navigate the scene using the gamepad.
Be so kind and share with us your thoughts about VR2.
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