Anything to clean up noise faster would be the highest priority for me. Is bidirectional PT feasible or does it not work well with GPUs?
A sliding scale for Camera/Shadow visibility in the Object Layer node would be nice (instead of bool). I guess you could then turn General Visibility into a boolean. [Edit] Oh, and an UNDO and out-of-core rendering, too!
For plugins, it would be nice to have customizability in the conversion from native to Octane materials, even if it's something like an XML file.
OCTANE 2.X Needed Features
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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.
Random transforms - rotation, scale, translation - for textures (not the random color texture) on instances.
3090, Titan, Quadro, Xeon Scalable Supermicro, 768GB RAM; Sketchup Pro, Classical Architecture.
Custom alloy powder coated laser cut cases, Autodesk metal-sheet 3D modelling.
build-log http://render.otoy.com/forum/viewtopic.php?f=9&t=42540
Custom alloy powder coated laser cut cases, Autodesk metal-sheet 3D modelling.
build-log http://render.otoy.com/forum/viewtopic.php?f=9&t=42540
+1 for a basic fog node - with start distance and thickness / density sliders. Would love to see this implemented before full scale volumetrics.
Win 10
3.7Ghz i9 10900k / 64GB
ASUS STRIX Z490-E
PSU: PowerSpec 850Wd
RTX 3090 Asus Tuff
Network rendering:
Win 10
4.2Ghz i7 7700k / 64GB
AsRock SuperCarrier
PSU: EVGA 1200w
RTX 3080 Ti EVGA Hybrid
RTX 3080 ASUS Tuff
GTX 1080ti SC Black (wc)
3.7Ghz i9 10900k / 64GB
ASUS STRIX Z490-E
PSU: PowerSpec 850Wd
RTX 3090 Asus Tuff
Network rendering:
Win 10
4.2Ghz i7 7700k / 64GB
AsRock SuperCarrier
PSU: EVGA 1200w
RTX 3080 Ti EVGA Hybrid
RTX 3080 ASUS Tuff
GTX 1080ti SC Black (wc)
I would like if they split the big shaders in smaller pieces and allow more control and cleaner node networks.
1. Octane needs definately transformation handles (Gizmo) to make scene adjustments easier.
2. There is a big need for interactivity. So Octane could be used for live Powerwall presentation.
Therefor Geometry Group connections could be created via hotkeys. So the user can set up different variants easily...
3. More pathes and automatic output options in the kernel node.
4. Drag and drop of materials and copy/paste of materials with material picking tool plus hotkey. So assignemnt of materials is easy.
2. There is a big need for interactivity. So Octane could be used for live Powerwall presentation.
Therefor Geometry Group connections could be created via hotkeys. So the user can set up different variants easily...
3. More pathes and automatic output options in the kernel node.
4. Drag and drop of materials and copy/paste of materials with material picking tool plus hotkey. So assignemnt of materials is easy.
- Rikk The Gaijin
- Posts: 1528
- Joined: Tue Sep 20, 2011 2:28 pm
- Location: Japan
I've been asking for this since forever.Refracty wrote:1. Octane needs definately transformation handles (Gizmo) to make scene adjustments easier.
An idea "borrowed" from Luxrender - it allows you to paint an area on the rendering image and that will be preferred in the calculations, very useful when you have a smooth image but with just one small area which is still grainy (I am working on one now!). This would not deviate from the unbiased nature of the rendering, just prioritise an area for extra calculations to help clear the grain.
sounds like some sort of region render.PhilW wrote:An idea "borrowed" from Luxrender - it allows you to paint an area on the rendering image and that will be preferred in the calculations, very useful when you have a smooth image but with just one small area which is still grainy (I am working on one now!). This would not deviate from the unbiased nature of the rendering, just prioritise an area for extra calculations to help clear the grain.
Yes, sort of, but I would normally associate "Region Render" with a rectangular area, whereas this would be a paintable "mask" that would prioritise those areas for more calculations in order to clean up faster.00Ghz wrote:sounds like some sort of region render.PhilW wrote:An idea "borrowed" from Luxrender - it allows you to paint an area on the rendering image and that will be preferred in the calculations, very useful when you have a smooth image but with just one small area which is still grainy (I am working on one now!). This would not deviate from the unbiased nature of the rendering, just prioritise an area for extra calculations to help clear the grain.