[45] Combined HDR and daylight lighting system
[46] Displacement maps (your 3D Displacement I guess)
+1 for the list lol
The Wishing Well
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NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
PURE3D Visualisierungen
Sys: Intel Core i9-12900K, 128GB RAM, 2x 4090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
Sys: Intel Core i9-12900K, 128GB RAM, 2x 4090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
- Jaberwocky
- Posts: 976
- Joined: Tue Sep 07, 2010 3:03 pm
Multi Monitor Support with capability of floating the graph editor / outliner / node inspector & render viewports to individual monitors would be a nice edition for those of us operating more than one monitor.
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
[1] motion blur
Win 7 64bits / Intel i5 750 @ 2.67Ghz / Geforce GTX 470 / 8GB Ram / 3DS Max 2012 64bits
http://proupinworks.blogspot.com/
http://proupinworks.blogspot.com/
- natalievfx
- Posts: 43
- Joined: Fri Jul 27, 2012 11:57 pm
- Location: Los Angeles
- Contact:
Rounded edges and invisible to camera! Yes please! Plus color control and turn off tiling:)
[47] camera animation (simple thing, like place camera 1, 2 and 3, and animate smooth)..inside octane...no export from other modeling software.
[48] multilight...possibility to turn on and of light, or change intensity (similar to Maxwell)
[49] render in PT or PMC save ilumination info, and use that info to nest render in same position (for exemple, when we render and then want to change the colour of the wall, it would be nice if we could load luminosity info) if possible.
[50] bachrender...let a list of 2 or 3 views to render one after another
The others that are in the list that i would really love....
Undo
Render region
Uv mapping....basic at least...like artlantis software.
Cheers
[48] multilight...possibility to turn on and of light, or change intensity (similar to Maxwell)
[49] render in PT or PMC save ilumination info, and use that info to nest render in same position (for exemple, when we render and then want to change the colour of the wall, it would be nice if we could load luminosity info) if possible.
[50] bachrender...let a list of 2 or 3 views to render one after another
The others that are in the list that i would really love....
Undo

Render region

Uv mapping....basic at least...like artlantis software.

Cheers
i7-2600k | SSD Vertex 3 | WD Velociraptor | WS Revolution | 16GB Ram HyperX | PSU LEPA G1600W | 3 X Asus GTX590 |
https://pt-pt.facebook.com/arq.resmas
https://pt-pt.facebook.com/arq.resmas
[51]Animation and Trigger Nodes
It would be a smart thing to have animation Nodes as well as trigger nodes.
This should be much faster to integrate then a full animation system with timeline and graph.
You can connect these new 'animation node' to the transformation nodes (float x,y,z). The animation node will then interpolate between the values given from the two nodes. The 'animation node' also allows to set the animation to 'ease in', 'ease out', 'spline', 'linear' or 'clamped' and you can set the frame numbers inside this node.
It is also possible to connect a new 'trigger node'. The 'trigger node' is connected with a mesh or 'mesh group node'. If you double click it the (connected animation node) starts to play.
Of course you need a option to save multiple animation frames then.
These nodes are extending Octanes functionality to a level that it can compete with high end visualization tools like VRED or DeltaGen.
Think about it please.
It would be a smart thing to have animation Nodes as well as trigger nodes.
This should be much faster to integrate then a full animation system with timeline and graph.
You can connect these new 'animation node' to the transformation nodes (float x,y,z). The animation node will then interpolate between the values given from the two nodes. The 'animation node' also allows to set the animation to 'ease in', 'ease out', 'spline', 'linear' or 'clamped' and you can set the frame numbers inside this node.
It is also possible to connect a new 'trigger node'. The 'trigger node' is connected with a mesh or 'mesh group node'. If you double click it the (connected animation node) starts to play.
Of course you need a option to save multiple animation frames then.
These nodes are extending Octanes functionality to a level that it can compete with high end visualization tools like VRED or DeltaGen.
Think about it please.
My wish List listet by personal importance:
1: motion blur
2: rounded edges
3: better UV Texture handling
4: camera in 3ds max without target
4: better 3d connextion handling
5: better conversation of materials in 3ds max and cinema 4d
6: lights conversation of vray lights
7: improoved speed of octane 4 c4d
8: get the 3d connexition device to work properly in octane and c4d
Kind regards Chris
1: motion blur
2: rounded edges
3: better UV Texture handling
4: camera in 3ds max without target
4: better 3d connextion handling
5: better conversation of materials in 3ds max and cinema 4d
6: lights conversation of vray lights
7: improoved speed of octane 4 c4d
8: get the 3d connexition device to work properly in octane and c4d
Kind regards Chris