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Re: feature request..
Posted: Mon May 31, 2010 3:42 pm
by obz
Sc4rfy wrote:Request:
Rendering without background and slider for blur the hdr is possible? Thanks

+1 to rendering without background. Filter/blur should be a float texture attr on every image
And if not already mentioned, nde expansion and collapsing in the tree view, or maybe something ala Houdini, diving in and out of nodes to manage and modify content.
the geo holds the shader, the shader holds the texture inputs and the graph is displayed based on the level in hierarchy you are at.
And also ala houdini or maya's hypershader, the ability to zoom and pan in the node view.... when an object gets complex one get's stifled in the static node editor.
This program is so awesome already, I can't wait to see mature with more development and refining

Re: feature request..
Posted: Mon May 31, 2010 4:03 pm
by Amplitude
Rendering without background will be addressed when we get an alpha channel output.
Re: feature request..
Posted: Tue Jun 01, 2010 2:56 pm
by alcymuluk
radiance wrote:gpu-renderer wrote:Radiance would you add a batch render grid to a model. So the image you see can be split up in say 9 amount of squares then rejoined as one large image.
1 1 1
1 1 1
1 1 1
you could effectively have insane resolutions for batch render. I got models that require massive prints. This method the pro's out there would drool over :0).
Scenario
REnder the viewport as you want it. Press grid button select number of slices. Press multi slice batch render button, it automatically zooms in parallel to xyz with 9 center points and leave it do its job. Save to disk for automatic rejoining.
(9 grid image at 1920x1200 per square)
would give 17280x 10800 resolution... awsome for A0 prints. :0)
Hi,
This is difficult to implement, especially with MLT, which will end up making the different images have different average brightness.
Maybe in the future, but i'd like to focus on basics for now...
Radiance
Hi Radiance,
I've posted about this in some other thread. I really think it IS a basic requirement for Octane to render above 4K. I'm working in advertising-print, and for us poor souls Octane won't be a viable tool unless it can render something above 8K. I know you guys can do it ;p
Just imagine all the people (including me) who will ditch their Maxwells, VRays and Modos.... $$$$
Cheers,
Alcy
Re: feature request..
Posted: Tue Jun 01, 2010 3:03 pm
by obz
Is something like T-join an option? Upon initializing an 8k render, a series of 4 4k's are fired off and then merged?
Re: feature request..
Posted: Tue Jun 01, 2010 3:43 pm
by radiance
Hi guys,
I've said this before, it's not that simple.
We need to finish the engine first and then we will look for a solution but afaik with MLT (which will be the only useable render kernel for finals) this is not possible without extra work.
We will look into it but i'd like to focus on the basics first, firefly free renders and area lights
Radiance
Re: feature request..
Posted: Tue Jun 01, 2010 4:36 pm
by GeoPappas
Just to clarify, is there a size limit on renders and what is it? And if so, is this a limit imposed by the video card or CUDA or Octane or ...?
Re: feature request..
Posted: Tue Jun 01, 2010 5:37 pm
by vinz
At first thank you for your hard work, the result is a very impressive renderer that growing very fastly...
request:
!!! very important for me : the possibility to have render region selection, rendering only a needed part of image.
Open / recent /files +1
show/hide objects +1
png transparancy +1
ability to move meshes +1
check/uncheck rendering options for reflection/refraction/direct/indirect +1
- a small preview realtime updated picture for mathematical maps ( with show/hide).
- the ability to have a fixed material preview scene.
- some kind of camera position storing /recalling
- x/y/z slider for moving/adjusting images maps under/above scale slider.
again thank you
edit: i forgot... Anisotropic materials would be welcome
