Good, as expected a lot of replies and suggestions.
Maybe it would be helpful if some extra pair of more experienced eyes can suggest some possible mergers and eliminations from the large list we supplied, and maybe some more essential low level nodes.
I think the only way we can make most people happy is not to implement anything high level right now, but supply all the required low level building blocks for experienced users to create macro prototypes, share them and when they prove useful and popular, they are quickly and easily hardcoded by us, with this system even if we don't have the time to add your specific node, you can at least create it yourself, and we can hardcode nodes that we already know will be used a lot, as the prototypes will be in use already.
I will interpolate the suggestions of the community on Monday and try to eliminate everything that can be created by users with macros for a start, then probably add some more base concepts like fresnel, camera distance and incidence, dot, cross, normals, etc...
Regarding shadows, it's not possible in a path tracer, as you basically have many shadows along a path, it will create very tricky and inneficient situations...
I think core building blocks, and render concepts/types such as fresnel, and full fledged logic nodes will take priority at this time here...
Edit: regarding adding voronoi, I don't think we will be able to do it right now, or the kernel will get too large for older gpus, we will need to do some refactoring first.
Radiance
New nodes feature discussion towards v1.0 final
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On a side note, this might require some changed that could cause the next version to be released with these new nodes and concepts to not be backwards compatible anymore with previous OCS projects...
would that be a big issue ? I thi the added large amount of functionality should make up for it.
And if we do that, I might make some changes to names in currently existing nodes too, some things have evolved with strange names that don't make much sense anymore, especially to new users.
For example, i would rename floattexture, floatimage to greytexture and greyimage, or greyscaletexture/image.
Also, the 'camera' name of our tone mapper is very ambiguous with the camera node. So this can be renamed too.
If anyone has any other suggestions (not inputs, like the mentioned index/ior, this i already thought of and indeed needs changing too), but actual node type names... Please post here...
I would also like to remove some current nodes and break them into macros, for example, remove the camereresponsedistribution, and make a macro with a comboboxint front end, and many data spectrum nodes connected to a multiswitch) speed here is not an issue, but you will be able to open the macro and change the list, remove and add new distributions yourself.
We can't always go to such a low level due to restrictions and performance reasons, but i can think of several more areas where we can do similar things, and allow the community to heavily modify octane, and through the livedb his can yield a lot of functionality.
Radiance

And if we do that, I might make some changes to names in currently existing nodes too, some things have evolved with strange names that don't make much sense anymore, especially to new users.
For example, i would rename floattexture, floatimage to greytexture and greyimage, or greyscaletexture/image.
Also, the 'camera' name of our tone mapper is very ambiguous with the camera node. So this can be renamed too.
If anyone has any other suggestions (not inputs, like the mentioned index/ior, this i already thought of and indeed needs changing too), but actual node type names... Please post here...
I would also like to remove some current nodes and break them into macros, for example, remove the camereresponsedistribution, and make a macro with a comboboxint front end, and many data spectrum nodes connected to a multiswitch) speed here is not an issue, but you will be able to open the macro and change the list, remove and add new distributions yourself.
We can't always go to such a low level due to restrictions and performance reasons, but i can think of several more areas where we can do similar things, and allow the community to heavily modify octane, and through the livedb his can yield a lot of functionality.
Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
- Elvissuperstar007
- Posts: 2507
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We can pay now version 2.0?
and how much it will cost, all for the sake of rapid development octane!
sorry for bad english
and how much it will cost, all for the sake of rapid development octane!
sorry for bad english
win 7 /64x C2Quad 6600 2.4/ Nvidia 9800 GX2 1gb 512 bit + Asus 480 GTX/ DDR2 8Gb / NVIDIA 460 GTX 2GB/2x NVIDIA 580 GTX 3GB
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Heh, we haven't even reached v1.0 final... Lets get there first and then we will thnk about v2.0Elvissuperstar007 wrote:We can pay now version 2.0?
and how much it will cost, all for the sake of rapid development octane!
sorry for bad english

Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
- Elvissuperstar007
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- Joined: Thu May 20, 2010 8:20 am
- Location: Ukraine/Russia
- Contact:
Think of my question) who want to help in the development of pre-buys 2.0 a donation to the development of)) good luckradiance wrote:Heh, we haven't even reached v1.0 final... Lets get there first and then we will thnk about v2.0Elvissuperstar007 wrote:We can pay now version 2.0?
and how much it will cost, all for the sake of rapid development octane!
sorry for bad english
Radiance
win 7 /64x C2Quad 6600 2.4/ Nvidia 9800 GX2 1gb 512 bit + Asus 480 GTX/ DDR2 8Gb / NVIDIA 460 GTX 2GB/2x NVIDIA 580 GTX 3GB
Page octane render " В Контакте " http://vkontakte.ru/club17913093
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- Jaberwocky
- Posts: 976
- Joined: Tue Sep 07, 2010 3:03 pm
Please tell me if i'm crazy
but:
How about a pass through node.
Example:
materials created , let's say matt or gloss or satin varnish
then materials for different types of wood.
People could then download and link different varnish's to different woods as an example.
also
in programing terms a case node with a drop down so that again in the exmple above
different colours could be linked to one pattern to select various procedural woods/marbles etc.

How about a pass through node.
Example:
materials created , let's say matt or gloss or satin varnish
then materials for different types of wood.
People could then download and link different varnish's to different woods as an example.
also
in programing terms a case node with a drop down so that again in the exmple above
different colours could be linked to one pattern to select various procedural woods/marbles etc.
CPU:-AMD 1055T 6 core, Motherboard:-Gigabyte 990FXA-UD3 AM3+, Gigabyte GTX 460-1GB, RAM:-8GB Kingston hyper X Genesis DDR3 1600Mhz D/Ch, Hard Disk:-500GB samsung F3 , OS:-Win7 64bit
No... Just go ahead and change! If people want backwards compatiblity they just have to use a older release of Octane. Added functionality is far more important than backwards compatiblity. Every other manufacturer breaks their previous implementation sooner or later, don't feel afraid to do the same!radiance wrote:On a side note, this might require some changed that could cause the next version to be released with these new nodes and concepts to not be backwards compatible anymore with previous OCS projects...would that be a big issue ? I thi the added large amount of functionality should make up for it.

Win7, i7 980 Hexacore, 24GB RAM, 3xEVGA SC 670 GTX 4GB
Well, I was thinking in terms with that you don't want glass panels to receive/cast shadows sometimes, and a blackbody doesn't need to receive shadows for example... I love unbiased rendering, but for some instances you can avoid trouble by turning on/off some stuffgrimm wrote:I don't know if I would want these options. They are biased which doesn't fit very well with Octane's unbiased nature.PeterCGS wrote: *Shadow Receive on/off node.
*Shadow cast on/off node.I guess it's a matter of opinion, but I want the shadows to fall as they would in the real world.
Grimm

Win7, i7 980 Hexacore, 24GB RAM, 3xEVGA SC 670 GTX 4GB
* Decompose RGBA
&
* Compose RGBA
For splitting textures into float channels, doing work on them and then reconstructing back to a texture
* Material input pin
For passing a material datatype into a macro (if macro specific mixing between materials is needed)
&
* Compose RGBA
For splitting textures into float channels, doing work on them and then reconstructing back to a texture
* Material input pin
For passing a material datatype into a macro (if macro specific mixing between materials is needed)
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
cgmo.net
I think a random assign color node and a random texture node could be great.
I explain. You can load up to X numbers of colors and assigning this node to lets say diffuse of the material it gives those colors randomly by object id.The same with textures.
I explain. You can load up to X numbers of colors and assigning this node to lets say diffuse of the material it gives those colors randomly by object id.The same with textures.
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