Hi Paul,
Coming from a photography/graphic design background, I would love have some additional post-processing features. I realize these aren't simple things (or are things the Octane team would have to implement first) but I appreciate you at least hearing me out.
Feature Requests:
More robust Post-processing / Imager options:
- save/load presets (include settings / LUTs)
- Before/After split view (this might make more sense as a button on the toolbar)
- an info window that shows the color information of where the mouse cursor is (this is very helpful with Before/After)
- contrast control
- highlight controls (similar to Adobe Lightroom, can compress & expand)
- shadow controls (same as highlight controls)
Interactive Camera:
- move the camera position around through the render window, similar to Modo
OctaneRender 2020 for Modo [OBSOLETE]
Moderator: face_off
I have posted an experimental build at the top of this thread. There are a lot of internal codes changes in the plugin, so please report any issues you find.
2020.1.2.162 - EXPERIMENTAL
- Compiled with Octane 2020.1.2
- Spelling error corrections in some nodes
- Fixed White Balance picking having multiple undo's
- Fixed the Universal->Metallic Reflection Mode combobox values
- Fixed issue where dragging/transforming live meshes was laggy (introduced in 2020.1.0.160)
- Implemented Octane Quad Lights, Spherical Lights and Volumetric Spotlights (via the Octane Light property on the Modo Area, Point and Spot Lights). Volumetric Spotlight "Light Medium", "Emitter Material", and "Barn Doors Material" can be set by dragging the Spotlight item onto the schematric and adding those channels to the Spotlight node.
- Added experimental support for the Octane Universal Camera
Thanks
Paul
2020.1.2.162 - EXPERIMENTAL
- Compiled with Octane 2020.1.2
- Spelling error corrections in some nodes
- Fixed White Balance picking having multiple undo's
- Fixed the Universal->Metallic Reflection Mode combobox values
- Fixed issue where dragging/transforming live meshes was laggy (introduced in 2020.1.0.160)
- Implemented Octane Quad Lights, Spherical Lights and Volumetric Spotlights (via the Octane Light property on the Modo Area, Point and Spot Lights). Volumetric Spotlight "Light Medium", "Emitter Material", and "Barn Doors Material" can be set by dragging the Spotlight item onto the schematric and adding those channels to the Spotlight node.
- Added experimental support for the Octane Universal Camera
Thanks
Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
- Hesekiel2517
- Posts: 457
- Joined: Mon Nov 23, 2015 10:57 pm
Very nice! Thank you. A first test was very promising. One problem i found was that the spotlight sometimes doesn't update.
- Hesekiel2517
- Posts: 457
- Joined: Mon Nov 23, 2015 10:57 pm
Hey Paul, made a little testscene and a short video. I don't really know whats happening. The cone of the spotlights gets soft until I reload the scene. Then it's sharp again. I really like the soft look. How can i get that to stay?
- Attachments
-
- Octane_Spotlight.zip
- (10.05 MiB) Downloaded 210 times
After connection/disconnecting nodes in the schematic for a spotlight, you need to Refresh the scene for the change to take effect. This will be fixed in the next release.Hesekiel2517 wrote:Hey Paul, made a little testscene and a short video. I don't really know whats happening. The cone of the spotlights gets soft until I reload the scene. Then it's sharp again. I really like the soft look. How can i get that to stay?
Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
- Hesekiel2517
- Posts: 457
- Joined: Mon Nov 23, 2015 10:57 pm
That's nice! But why does the look change? Is it out of focus or where is the blur coming from?
- Hesekiel2517
- Posts: 457
- Joined: Mon Nov 23, 2015 10:57 pm
Hey Paul,
if i change the values of the Rouded edge node i need to update the scene to see an effect. Also if i have an image applied to an Arealight and click "create octane emitter" the image is not included in the resulting emitter material. Also "General Visibility" and "Sampling Rate" are not taken into account.
Thank you for your work!
if i change the values of the Rouded edge node i need to update the scene to see an effect. Also if i have an image applied to an Arealight and click "create octane emitter" the image is not included in the resulting emitter material. Also "General Visibility" and "Sampling Rate" are not taken into account.
Thank you for your work!
- Hesekiel2517
- Posts: 457
- Joined: Mon Nov 23, 2015 10:57 pm
Hey Paul,
wasn't there a value in the camera tab to change the baking id? I just can't find where to set this value
Edit: It's in the channels list, but not in the camera panel
wasn't there a value in the camera tab to change the baking id? I just can't find where to set this value
Edit: It's in the channels list, but not in the camera panel
- Hesekiel2517
- Posts: 457
- Joined: Mon Nov 23, 2015 10:57 pm
Hey Paul,
the new Quadlight option is great, but it doesn't seem to pickup the size of the area light. It's possible to work around it by using the scale in the arealight though
the new Quadlight option is great, but it doesn't seem to pickup the size of the area light. It's possible to work around it by using the scale in the arealight though
- Hesekiel2517
- Posts: 457
- Joined: Mon Nov 23, 2015 10:57 pm
Sorry to bother you again,
if i export animation to .orbx my animated film offset is ignored.
if i export animation to .orbx my animated film offset is ignored.