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Re: New nodes feature discussion towards v1.0 final
Posted: Fri Mar 11, 2011 3:24 pm
by tuts3d
If I may, I'll throw some in the wishlist.
1) Set different fixed camera views that you can just press to return to that view. Currently you are dependent on the external modelling program that you use for this.
2) I second, ability to import additional mesh object to an existing scene, as suggested from above or swap a new obj completely. Great when you are doing revisions.
Re: New nodes feature discussion towards v1.0 final
Posted: Fri Mar 11, 2011 4:02 pm
by Jaberwocky
PhilBo wrote:Jaberwocky wrote:
Philbo
sorry to be a noob
can't seem to find the new multi-selector node in 2.44 release.
Could you point me in the right direction.Cheers
You are not a noob
It hasn't been added yet! If you look in the first post of this thread, some of the new nodes will be:
CONTROL FLOW SWITCHES (can switch connection between nodes based on an input value)
* switch (simple switch between two dynamic inputs, controlled by bool or int) [accepts any type for switching]
* multiswitch (switch with dynamic number of inputs, minimum 2, inputs can be added and removed, controlled by int, eg 0, 1, 2, etc...) [accepts ant type for switching]
Therefore the functionality that you are looking for can be accomplished with one of the new nodes.
Ah... thanks
thought i was going mad for a second
Should have read the thread a bit more carefully.
Re: New nodes feature discussion towards v1.0 final
Posted: Mon Mar 14, 2011 5:09 am
by radiance
tuts3d wrote:If I may, I'll throw some in the wishlist.
1) Set different fixed camera views that you can just press to return to that view. Currently you are dependent on the external modelling program that you use for this.
2) I second, ability to import additional mesh object to an existing scene, as suggested from above or swap a new obj completely. Great when you are doing revisions.
You can currently already make several camera nodes and connect/disconnect them to the rendertarget to have multiple camera views that you can swap.
We've started work on a basic list of new nodes, most of my initial list and several more that were suggested.
Radiance
Re: New nodes feature discussion towards v1.0 final
Posted: Mon Mar 14, 2011 6:18 pm
by thwak
tuts3d wrote:1) Set different fixed camera views that you can just press to return to that view. Currently you are dependent on the external modelling program that you use for this.
Is this what you are looking for?
http://www.refractivesoftware.com/forum ... =21&t=5386
Re: New nodes feature discussion towards v1.0 final
Posted: Mon Mar 14, 2011 11:41 pm
by Jaberwocky
Thwak...Thanks
Very usefull.missed that post

Re: New nodes feature discussion towards v1.0 final
Posted: Tue Mar 15, 2011 7:04 am
by thwak
Glad to help.

Re: New nodes feature discussion towards v1.0 final
Posted: Wed Mar 16, 2011 5:36 pm
by Jaberwocky
I've been renaming nodes in the preview config screen and adding cameras as required.
1) I can rename all the nodes to more informative names with the exception of the Mesh Preview render target.I tried this and it will let you.However if you then save and close the scene you will not be able to re open the scene.Octane will bomb out.
2) The red block shown i presume is where the new switch node that is being produced will go so that you can link multiple cameras and just switch between them.
3) I have found that you cannot rename the tabs at the bottom...Like you can in Excel Spreadsheets..Is this correct ?
just a note about multiple cameras in your scene.I have found that you don't need to save the camera nodes seperately.Just save the scene with the multiple cameras set up.
Re: New nodes feature discussion towards v1.0 final
Posted: Thu Mar 17, 2011 2:45 am
by radiance
Jaberwocky wrote:I've been renaming nodes in the preview config screen and adding cameras as required.
1) I can rename all the nodes to more informative names with the exception of the Mesh Preview render target.I tried this and it will let you.However if you then save and close the scene you will not be able to re open the scene.Octane will bomb out.
2) The red block shown i presume is where the new switch node that is being produced will go so that you can link multiple cameras and just switch between them.
3) I have found that you cannot rename the tabs at the bottom...Like you can in Excel Spreadsheets..Is this correct ?
just a note about multiple cameras in your scene.I have found that you don't need to save the camera nodes seperately.Just save the scene with the multiple cameras set up.
Hi,
The mesh preview rendertarget is a node that is used when 'previewing' any node, which is currently used for previewing materials, textures, and also meshes (as no scene node is implemented yet).
Therefore removing the mesh preview rendertarget is not supposed to happen. (we need to make it locked/read only soon).
The way it will work once instancing is implemented is that you can create your own render targets and connect cameras/config to them, aswell as geometry (scene),
then 'render' your rendertarget(s).
Radiance
Re: New nodes feature discussion towards v1.0 final
Posted: Thu Mar 17, 2011 9:41 am
by Jaberwocky
radiance wrote:Jaberwocky wrote:I've been renaming nodes in the preview config screen and adding cameras as required.
1) I can rename all the nodes to more informative names with the exception of the Mesh Preview render target.I tried this and it will let you.However if you then save and close the scene you will not be able to re open the scene.Octane will bomb out.
2) The red block shown i presume is where the new switch node that is being produced will go so that you can link multiple cameras and just switch between them.
3) I have found that you cannot rename the tabs at the bottom...Like you can in Excel Spreadsheets..Is this correct ?
just a note about multiple cameras in your scene.I have found that you don't need to save the camera nodes seperately.Just save the scene with the multiple cameras set up.
Hi,
The mesh preview rendertarget is a node that is used when 'previewing' any node, which is currently used for previewing materials, textures, and also meshes (as no scene node is implemented yet).
Therefore removing the mesh preview rendertarget is not supposed to happen. (we need to make it locked/read only soon).
The way it will work once instancing is implemented is that you can create your own render targets and connect cameras/config to them, aswell as geometry (scene),
then 'render' your rendertarget(s).
Radiance
Thanks for the info Radiance
very interesting.....looking forward to playing with that

Re: New nodes feature discussion towards v1.0 final
Posted: Fri Mar 18, 2011 8:17 pm
by ello
how about voroni noise types??