Page 6 of 13
Re: OctaneRender™ for Blender 2.06 - 6.0 Win [TEST]
Posted: Thu Sep 25, 2014 7:57 pm
by dafassi
This is very fine! Thank you

.
I have some issues/requests:
1st: Is it possible to have transparent images in the viewport? So when im using a plane with an image-texture+Alpha the alphapart will be invisible? Would be great.
2nd: When i was playing around with the world settings- specialy switching btw daylight and texture while changing the powervalue it seems there is an uptadingproblem. Sometimes the image becomes far too bright, and when typing the old powervalue it will not look like before. Checked this out while rendering in viewport.
3rd: Issue/Request:
Allways when i add a new material blender 1stly will create the blender-cycles-node-setup.
Is it possible that Blender detects that im using the octane-version and automaticly add Octane-Shaders in place of cycles-shader when creating new materials?
4th: Question to all:
Can i save node-setups? So i dont need to repeat things for making planes with images and alphaimages in example?
Thank you!
Re: OctaneRender™ for Blender 2.06 - 6.0 Win [TEST]
Posted: Thu Sep 25, 2014 8:07 pm
by 00Ghz
There are quite a few UX issues with the blender plugin currently that JimStar seems unwilling to fix.
As for improvements maybe even making texture painting possible in Octane directly. Now that would be proper integration(of course other things as well).
Re: OctaneRender™ for Blender 2.06 - 6.0 Win [TEST]
Posted: Thu Sep 25, 2014 9:55 pm
by JimStar
A couple of "issues" here must be addressed to blender developers, not to the plugin. Don't spam the plugin threads by these. Improving the blender code is not the intention of this plugin, I improve the blender internals as little as possible to not diverge too much with upcoming blender releases. I'm "Otoy developer", not "Blender Foundation developer".
E.g. if there are no callbacks from blender node system about "linked file was changed" - you will not have the image textures autoupdates. If there is no standard "refresh file" button in blender's image texture nodes' "file section" - I will not change blender's core nodesystem code to add this new feature to blender.
Re: OctaneRender™ for Blender 2.06 - 6.0 Win [TEST]
Posted: Thu Sep 25, 2014 10:26 pm
by JimStar
So, guys - now I will collect the reported bugs for some time, after that you'll get the next "polished" release. After that I'll start the work on adding the internal motion blur feature in next releases - this is extremely complicated task in this plugin's client-server architecture, so it takes some time... Say thanks to GPL.

Re: OctaneRender™ for Blender 2.06 - 6.0 Win [TEST]
Posted: Fri Sep 26, 2014 3:33 am
by aLeXXtoR
JimStar, you're my hero!

Re: OctaneRender™ for Blender 2.06 - 6.0 Win [TEST]
Posted: Fri Sep 26, 2014 4:14 am
by simdal
aLeXXtoR wrote:JimStar, you're my hero!

+1
Re: OctaneRender™ for Blender 2.06 - 6.0 Win [TEST]
Posted: Fri Sep 26, 2014 9:26 am
by 00Ghz
I don't think most of us are requesting that you develop blender features.
But there are small things that would help improve the UX a lot:
- Like hiding cycles stuff when adding new nodes.
- Fixing names in plugin.
- Splitting some of the nodes in different categories like in the standalone to make finding them easier. Right now we got massive lists of stuff that require lots of mouse movement.
- Putting tips in the buttons to help new people using the plugin.
- Replacing default cycles nodes with octane ones.
- Converting cycles procedurals to image textures so we can use them as well. This is possible in other plugins and already implemented.
Now I agree that auto updating links, transparent images in viewport etc is blender dev stuff, and not your business to fix it.
As for the painting system I wouldn't even thought of suggesting it until I remember there was a PS plugin in works that works with the live painting/rendering as well.
And interactive rendering is slower to start compared to earlier versions. Like less then 50k polys took instant to load/render in 1.55 but now it could take 2-3 sec before noise clears. It seems to lag for some reason. Maybe you could give us a reason for that or fix it.
And when do we get 2.1x features?

Re: OctaneRender™ for Blender 2.06 - 6.0 Win [TEST]
Posted: Fri Sep 26, 2014 1:11 pm
by voon
Hm, I'd already be happy if just the nonusable nodes are gone from the selection menu when in ocane mode. Not sure how complicated it is for Jeff to cancel these out.
Re: OctaneRender™ for Blender 2.06 - 6.0 Win [TEST]
Posted: Fri Sep 26, 2014 2:26 pm
by ChaosOver
Hi,
first of all: Good job JimStar. The 2.x Version works much better than the >4.9 ones.
Now i have two questions:
Is there any way to use creases with OpenSubDiv?
Are there any plans to support multiple UV spaces and the blender attribute node("smoke" and "flame" attributes are needed for explosions) in the future?
Regards
Dennis
PS: The online manual needs to be updated. New nodes and some topics like "Mesh types" are missing.
Re: OctaneRender™ for Blender 2.06 - 6.0 Win [TEST]
Posted: Fri Sep 26, 2014 3:33 pm
by Stelios20
Hello,
If I am not mistaken in the new features Hair and Fur are included. I tried to render hair with ps(without setting an object or group) and I cant see any hair
Am I doing something wrong? Could someone help me?
Stelios