I would absolutely love a way to duplicate complicated material chains, example.
Id like to copy this entire chain, and be able to paste it so that I can keep this exact flow, and then be able to swap out the image textures.
******* Wishlist and feedback topic ********
Moderators: ChrisHekman, aoktar
TBH I would wish to see the node graph editor be somewhat similar to substance designer node graph's. It's really good and you have the option to dock graph's which makes working with ton's of materials with EASE!xcaseyx wrote:I would absolutely love a way to duplicate complicated material chains, example.
Id like to copy this entire chain, and be able to paste it so that I can keep this exact flow, and then be able to swap out the image textures.
- FlowFireGames
- Posts: 26
- Joined: Mon Dec 28, 2015 10:33 pm
Hello, here my suggestions, mostly simple ones
- Please let us somehow choose which color is displayed for alpha in the picture viewer. The default is black and rendering out black shadows and similar things are impossible to check
(Also, if you disable render passes, the alpha color is white, while enabled it is black for some reason) - Please let us use the C4D background to set a alpha color like C4D does or a setting in the octane menu, this is important to combat color bleeding/ghosting
- The bloom and glare effects should have a threshold slider, which is very basic for bloom effects. Without it is often not possible to use the bloom or glare effect without overblowing much of the image
- Please give us a way of rendering out the beautiy pass with the other render passes into one file. Currently I have to combine black shadows and beauty pass painfully for hundreds of rendered images afterwards. This would also be generally nice for many other cases.
- Image textures should probably be pre applied the materials just like in the HDRI environment
- Please let us choose an angle modifier for the smoothing in the material just like the C4D phong, having just a binary option is very limiting.
- The specular color and the float slider interact very strangely, this should be looked at
Naming:
Index should be named to Refraction Index or similar.
The name convention of the 3 material types is also very confusing. In the material itself, you use specular for brightness of reflections.
But then in the 3 materials, you choose the name Specular for a refractive material, but there you don't use the name specular for reflection strength, but the correct "reflection"
So I suggest renaming the specular in the glossy material to reflection and the specular material to or translucent or such.
It would also be amazing to have Diffuse, Specular, Roughness and Index in one single tab. There is plenty of space in the material editor, even with textures or such applied, and having to tab trough 4 submenus for each of those wastes a lot of time.
This could easily make material creation a multitude as fast, and also would make a distinction between the most important ones that every material needs to adjust, and the optional ones that are more rarely used, such as opacity or displacement.
I think it is arnold, which does this, and its very convenient and much faster, and also easier to pick up for new users to understand.
- Please let us somehow choose which color is displayed for alpha in the picture viewer. The default is black and rendering out black shadows and similar things are impossible to check
(Also, if you disable render passes, the alpha color is white, while enabled it is black for some reason) - Please let us use the C4D background to set a alpha color like C4D does or a setting in the octane menu, this is important to combat color bleeding/ghosting
- The bloom and glare effects should have a threshold slider, which is very basic for bloom effects. Without it is often not possible to use the bloom or glare effect without overblowing much of the image
- Please give us a way of rendering out the beautiy pass with the other render passes into one file. Currently I have to combine black shadows and beauty pass painfully for hundreds of rendered images afterwards. This would also be generally nice for many other cases.
- Image textures should probably be pre applied the materials just like in the HDRI environment
- Please let us choose an angle modifier for the smoothing in the material just like the C4D phong, having just a binary option is very limiting.
- The specular color and the float slider interact very strangely, this should be looked at
Naming:
Index should be named to Refraction Index or similar.
The name convention of the 3 material types is also very confusing. In the material itself, you use specular for brightness of reflections.
But then in the 3 materials, you choose the name Specular for a refractive material, but there you don't use the name specular for reflection strength, but the correct "reflection"
So I suggest renaming the specular in the glossy material to reflection and the specular material to or translucent or such.
It would also be amazing to have Diffuse, Specular, Roughness and Index in one single tab. There is plenty of space in the material editor, even with textures or such applied, and having to tab trough 4 submenus for each of those wastes a lot of time.
This could easily make material creation a multitude as fast, and also would make a distinction between the most important ones that every material needs to adjust, and the optional ones that are more rarely used, such as opacity or displacement.
I think it is arnold, which does this, and its very convenient and much faster, and also easier to pick up for new users to understand.
- FlowFireGames
- Posts: 26
- Joined: Mon Dec 28, 2015 10:33 pm
Here I made a mockup of how I imagined the material editor to look like

(ignore my input values)
- The core values/texture inputs are clearly distinguished from the rest and way easier to to understand and find in the left menu.
- Diffuse roughness and spec and IOR are in the same menu, with image textures preapplied. I collapsed the image texture tabs for readability but they could also be extended.
This allows for much faster and more comfortable working with materials while losing nothing.
Best regards,
Eric

(ignore my input values)
- The core values/texture inputs are clearly distinguished from the rest and way easier to to understand and find in the left menu.
- Diffuse roughness and spec and IOR are in the same menu, with image textures preapplied. I collapsed the image texture tabs for readability but they could also be extended.
This allows for much faster and more comfortable working with materials while losing nothing.
Best regards,
Eric
You can check it in LV. PV is for output and limited to do somethings and destroy the outputs.FlowFireGames wrote:Hello, here my suggestions, mostly simple ones
- Please let us somehow choose which color is displayed for alpha in the picture viewer. The default is black and rendering out black shadows and similar things are impossible to check
(Also, if you disable render passes, the alpha color is white, while enabled it is black for some reason) - Please let us use the C4D background to set a alpha color like C4D does or a setting in the octane menu, this is important to combat color bleeding/ghosting
It's not good idea to limit for single-user request. Also it's not safe to pre-create texture in materials. You can easily do it by a script.Image textures should probably be pre applied the materials just like in the HDRI environment
There is a naming format which comes from standalone. And all plugins use same names.Naming:
Index should be named to Refraction Index or similar.
The name convention of the 3 material types is also very confusing. In the material itself, you use specular for brightness of reflections.
But then in the 3 materials, you choose the name Specular for a refractive material, but there you don't use the name specular for reflection strength, but the correct "reflection"
So I suggest renaming the specular in the glossy material to reflection and the specular material to or translucent or such.
Also Octane actually have 3 basic material types and also mix and portal materials. I have packed 3 types to one material for practical usage purposes. Material type makes quick switching without loosing the parameters.
They are belong to standalone not plugins. Also you should use phong tag for this, not this parameter. It's just a quick switch for on/off.- The bloom and glare effects should have a threshold slider, which is very basic for bloom effects. Without it is often not possible to use the bloom or glare effect without overblowing much of the image
- Please let us choose an angle modifier for the smoothing in the material just like the C4D phong, having just a binary option is very limiting.
For example what are you trying? This is a special purpose pass for compositing the 3d over 2d. It works different than others.- Please give us a way of rendering out the beautiy pass with the other render passes into one file. Currently I have to combine black shadows and beauty pass painfully for hundreds of rendered images afterwards. This would also be generally nice for many other cases.
How strange?- The specular color and the float slider interact very strangely, this should be looked at
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
Hi Ahmet,
Not a major problem but one that's popped up a few times recently for me:
Can we have the Render Time Limit:

based on the Octane Render time stats and only after it has loaded the scene?
Currently the first frame, on a lot of animations I've done, include the scene load time as well as the render time so the frame finishes too soon and doesn't get the same time to resolve as the other frames.
cheers
brasc
Not a major problem but one that's popped up a few times recently for me:
Can we have the Render Time Limit:

based on the Octane Render time stats and only after it has loaded the scene?
Currently the first frame, on a lot of animations I've done, include the scene load time as well as the render time so the frame finishes too soon and doesn't get the same time to resolve as the other frames.
cheers
brasc
Rig#1 Win 10 x64 | GTX 1080Ti | GTX 1080Ti | GTX 1080Ti | i7 7900K 4.7GHz | 64GB
Rig#2 Win 10 x64 | GTX 1080Ti | GTX 1080Ti | GTX 1080Ti | i7 3930K 4.4GHz | 32GB
Rig#3 Win 10 x64 | GTX 1070| GTX 1070| GTX 1070| i7 2600K 4.8GHz | 32GB
Rig#2 Win 10 x64 | GTX 1080Ti | GTX 1080Ti | GTX 1080Ti | i7 3930K 4.4GHz | 32GB
Rig#3 Win 10 x64 | GTX 1070| GTX 1070| GTX 1070| i7 2600K 4.8GHz | 32GB
Maybe better to change it like you wish. I'll check it soon.brasco wrote:Hi Ahmet,
Not a major problem but one that's popped up a few times recently for me:
Can we have the Render Time Limit:
based on the Octane Render time stats and only after it has loaded the scene?
Currently the first frame, on a lot of animations I've done, include the scene load time as well as the render time so the frame finishes too soon and doesn't get the same time to resolve as the other frames.
cheers
brasc
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
- eyeonestudio
- Posts: 329
- Joined: Fri Oct 18, 2013 5:49 pm
- Location: Seoul, South Korea
- Contact:
Octane Light Lister......
This is C4D LightList Plugin.
Octane User are interested in the "Samples, Power, Temperature".
Specially Samples & Power.
Balance of Samples & Power is important for the Scene Lighting.
I want to compare in a single window
So.... If you wish to "Octane Light Lister" need to be created specifically for Octane User.
List For Emit Material, HDRI or Texture Environment, Daylight, Area(IES, Targeted)
Select : Select Light, Emit Material, Env(Texture, HDRI)
On/Off : Light Generate On/Off
Name : Source Name
Power : Light Power
Sample : Very Important.... I guess
Temperature : Count.
Camera visibility : On/off
Shadow visibility : On/off
General visibility : Count.
C
This is C4D LightList Plugin.
Octane User are interested in the "Samples, Power, Temperature".
Specially Samples & Power.
Balance of Samples & Power is important for the Scene Lighting.
I want to compare in a single window
So.... If you wish to "Octane Light Lister" need to be created specifically for Octane User.
List For Emit Material, HDRI or Texture Environment, Daylight, Area(IES, Targeted)
Select : Select Light, Emit Material, Env(Texture, HDRI)
On/Off : Light Generate On/Off
Name : Source Name
Power : Light Power
Sample : Very Important.... I guess
Temperature : Count.
Camera visibility : On/off
Shadow visibility : On/off
General visibility : Count.
C
Last edited by eyeonestudio on Wed May 18, 2016 8:59 am, edited 1 time in total.
C4D R2025 / Win11 / AMD TR WX Series / 256Gb RAM / RTX3090 / 100GbE
- iainchudleigh
- Posts: 9
- Joined: Wed Mar 05, 2014 2:32 pm
Hello!
First of all I would like to say you have done an amazing job on the plugin so far, it really is great to work with.
One feature that I have noticed is missing is a White Balance picker in the GUI menu. I saw that this was in the 3D Studio Max plugin and looked incredibly useful.
I would love this feature to be implemented into the next version as I think it would speed up workflow a lot.
Iain.
First of all I would like to say you have done an amazing job on the plugin so far, it really is great to work with.
One feature that I have noticed is missing is a White Balance picker in the GUI menu. I saw that this was in the 3D Studio Max plugin and looked incredibly useful.
I would love this feature to be implemented into the next version as I think it would speed up workflow a lot.
Iain.