Which feature do you need the most?

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Which feature do you need the most?

Region Render
139
6%
Network render
84
4%
Render Passes
238
11%
Hair&Fur
286
13%
Particles
228
10%
Multilight
155
7%
Internal Texture Mapping (planar, box, spherical, cylindrical, camera and so on)
86
4%
Undo
104
5%
Volumetric: fire, smoke, clouds
369
16%
Mixing of daylight and HDRI environment
211
9%
Subdivision surfaces (OpenSubDiv)
80
4%
Multi UV channels
129
6%
Rounded edges
130
6%
 
Total votes: 2239
itsallgoode9
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I would like an up to date Maya plugin
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Zay
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Posts: 1123
Joined: Sun Jan 17, 2010 2:53 am

Would be nice to be able to select multiple OBJ's instead of just one at a time when importing to Octane.
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bepeg4d
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Zay wrote:Would be nice to be able to select multiple OBJ's instead of just one at a time when importing to Octane.
Hi Zay,
but this is already possible, you can even drag & drop a group of obj node in the node graph to import them :roll:
which version of Standalone are you using?
ciao beppe
Zay
Licensed Customer
Posts: 1123
Joined: Sun Jan 17, 2010 2:53 am

bepeg4d wrote:but this is already possible, you can even drag & drop a group of obj node in the node graph to import them :roll:
which version of Standalone are you using?
ciao beppe
That will work. But not possible if you use the opendialog, Geometry->Mesh.
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Dmi3ryd
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Posts: 233
Joined: Mon Feb 25, 2013 1:31 pm
Location: Russia
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Dear developers.

Is it possible add approximately render time indicator using batch rendering?
This very useful when rendering animation and need to know how many times it will be.
Win 8.1/64 | Geforce GTX780TI | Core I7 970 | 24GB
djiin
Licensed Customer
Posts: 24
Joined: Sun Oct 23, 2016 3:27 pm

multilight is really great, would for sure be nice to have it in octane.

i'm new to octane, i was using maxwell, is there that function in octane? i miss it very much, i mean objects but most of all lights, "hidden from reflections/refractions" and "hidden from global illumination"
https://postimg.org/image/4wa0bmalv/

also i'm using the maya plugin and i got an issue with previewing textures in the viewport, there's no way to preview it? it is painful to map uv without seeing anything.

thanks.

s.
calus
Licensed Customer
Posts: 1308
Joined: Sat May 22, 2010 9:31 am
Location: Paris

djiin wrote: also i'm using the maya plugin and i got an issue with previewing textures in the viewport, there's no way to preview it? it is painful to map uv without seeing anything.
look here:
viewtopic.php?f=110&t=57048#p293182
Pascal ANDRE
fatrobotsneedlove
Licensed Customer
Posts: 161
Joined: Sun Sep 21, 2014 7:06 am

Goldorak wrote:
The toon shading system and other postFX features shown in OctaneImager are all ready and done (this was a live screen-grab of the feature working in a custom app we made for GTC)
Any chance we can get that until 3.1 gets released
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Goldorak
OctaneRender Team
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fatrobotsneedlove wrote:
Goldorak wrote:
The toon shading system and other postFX features shown in OctaneImager are all ready and done (this was a live screen-grab of the feature working in a custom app we made for GTC)
Any chance we can get that until 3.1 gets released
In fact there is. Some of the initial 3.1 features, including Imager SDK, are moving fast enough to be considered for an interim 3.0.x update. As I have posted elsewhere, we have a full 3.0 build working on AMD (via our cross compiler), so that isn't technically waiting on 3.1 either, but drivers are huge issue we can't work around yet - AMD has to solve or else we can't release and support this no matter the version (they know about this and working on it last I checked). The most complex feature head in the 3.x roadmap is OSL, and it is at the core of 3.1 release. It requires a lot more testing than prior features. We'll move up any 3.x features into 3.0 if they are ready sooner and don't depend on OSL. Imager SDK tools is a likely candidate.
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FrankPooleFloating
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Posts: 1669
Joined: Thu Nov 29, 2012 3:48 pm

Would love to get Aperture in Spherical/Cube Camera, if that request has been decided on...
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