OCTANE 2.X Needed Features

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dsyee
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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.
Last edited by dsyee on Fri Jul 11, 2014 7:48 pm, edited 1 time in total.
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smicha
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Random transforms - rotation, scale, translation - for textures (not the random color texture) on instances.
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pegot
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+1 for a basic fog node - with start distance and thickness / density sliders. Would love to see this implemented before full scale volumetrics.
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riggles
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+1 for anisotropy in glossy materials.

Also, control over aperture shape: number of blades and even custom shape map.
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00Ghz
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I would like if they split the big shaders in smaller pieces and allow more control and cleaner node networks.
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Refracty
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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.
Rikk The Gaijin
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Refracty wrote:1. Octane needs definately transformation handles (Gizmo) to make scene adjustments easier.
I've been asking for this since forever.
PhilW
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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.
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00Ghz
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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.
sounds like some sort of region render.
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PhilW
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00Ghz wrote:
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.
sounds like some sort of region render.
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.
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