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Re: ******* Wishlist and feedback topic ********

Posted: Tue Sep 29, 2015 10:10 am
by roaldvdmeer
A very simple one i guess:

- Shortcuts 1, 2 and 3 to navigate in the live-viewer.

Will be very appreciated since this is the default way to navigate in C4D and has become a second nature to orbit, zoom and move around :)

Thanks for all the hard work!

Re: ******* Wishlist and feedback topic ********

Posted: Tue Sep 29, 2015 11:28 pm
by milanm
roaldvdmeer wrote:A very simple one i guess:

- Shortcuts 1, 2 and 3 to navigate in the live-viewer.
+1

Re: ******* Wishlist and feedback topic ********

Posted: Sat Nov 07, 2015 12:06 pm
by dinf
As I saw right now in a previous version,
"- Improvement: Keeping mix material linkages to connected materials when you copy/paste the objects/materials"
I have a request for the Material Node Editor: is it possible to include going up one level higher then "material", lets say "document level"? This would be great to build and place nodes and connect them to more than one material. I use this often, but until now I make other mix materials wich is not in use in scene but connects two other materials wich share the same nodes. This is a workaround, but you can imagine that this is very circumstantial with more than two materials. Beeing able to go up on document level would be great!

Re: ******* Wishlist and feedback topic ********

Posted: Mon Nov 09, 2015 6:33 pm
by dbalzer
Hi Aoktar,

I was wondering if its possible to use vertex maps within the Octane shader channels to drive certain behaviors, e.g. changing a color according to the weight. It does work with native C4D shaders but I couldn't figure out a way to get that working within Octane. It would be a great and mighty option to have and I would hereby like to request it :)

Thanks
Daniel

Re: ******* Wishlist and feedback topic ********

Posted: Tue Nov 17, 2015 11:45 am
by lasse_c
dbalzer wrote:Hi Aoktar,

I was wondering if its possible to use vertex maps within the Octane shader channels to drive certain behaviors, e.g. changing a color according to the weight. It does work with native C4D shaders but I couldn't figure out a way to get that working within Octane. It would be a great and mighty option to have and I would hereby like to request it :)

Thanks
Daniel
yep! +1

…that would be a pretty big thing!

Re: ******* Wishlist and feedback topic ********

Posted: Sun Nov 22, 2015 11:34 pm
by papillon
I'm not sure if it has been asked as I didn't browse all the previous pages, but I noticed that exporting meshes to Octane runs on a single separate thread while it would be awesome if the process could be multi-threaded, as it would decrease export times dramatically.
Also, I'd like to ask if it's possible to have a more visible feedback about the Exporting activity (in the Octane Live preview caption window), like a counter that says item x of y, or a percentage.
Thanks

Re: ******* Wishlist and feedback topic ********

Posted: Sun Nov 22, 2015 11:58 pm
by aoktar
papillon wrote:I'm not sure if it has been asked as I didn't browse all the previous pages, but I noticed that exporting meshes to Octane runs on a single separate thread while it would be awesome if the process could be multi-threaded, as it would decrease export times dramatically.
Also, I'd like to ask if it's possible to have a more visible feedback about the Exporting activity (in the Octane Live preview caption window), like a counter that says item x of y, or a percentage.
Thanks
I should give some info about this procedure. Most time spent part is geometry compilation for gpu and this is not handling by plugins. And this part is multi-thread but i notified this is not well working on OSX. Windows version is much faster and uses all cores more efficiently and i think you're on osx? Also i wish to have a process counter after the plugin called the Octane update process but sdk has not this yet.

Re: ******* Wishlist and feedback topic ********

Posted: Mon Nov 23, 2015 12:02 am
by papillon
aoktar wrote:
papillon wrote:I'm not sure if it has been asked as I didn't browse all the previous pages, but I noticed that exporting meshes to Octane runs on a single separate thread while it would be awesome if the process could be multi-threaded, as it would decrease export times dramatically.
Also, I'd like to ask if it's possible to have a more visible feedback about the Exporting activity (in the Octane Live preview caption window), like a counter that says item x of y, or a percentage.
Thanks
I should give some info about this procedure. Most time spent part is geometry compilation for gpu and this is not handling by plugins. End this part is multi-thread but i notified this is not well working on OSX. Windows version is much faster and uses all cores more efficiently and i think you're on osx? Also i wish to have a process counter after the plugin called the Octane update process but sdk has not this yet.
Yes indeed aoktar, I'm on OSX. Well it's a pity but I suppose if it's an SDK "fault" there isn't much to do, afterall multithreading is quite complex and tough to code and debug. Thanks for the explanation anyway.

Re: ******* Wishlist and feedback topic ********

Posted: Mon Nov 23, 2015 12:19 am
by aoktar
papillon wrote: Yes indeed aoktar, I'm on OSX. Well it's a pity but I suppose if it's an SDK "fault" there isn't much to do, afterall multithreading is quite complex and tough to code and debug. Thanks for the explanation anyway.
This OSX issue has been reported by me some time ago and i'm hoping that will be fixed.

Re: ******* Wishlist and feedback topic ********

Posted: Mon Nov 23, 2015 12:23 am
by papillon
aoktar wrote:
papillon wrote: Yes indeed aoktar, I'm on OSX. Well it's a pity but I suppose if it's an SDK "fault" there isn't much to do, afterall multithreading is quite complex and tough to code and debug. Thanks for the explanation anyway.
This OSX issue has been reported by me some time ago and i'm hoping that will be fixed.
Excellent, if you need help with testing something specific about OSX, I'll be happy to help!