Yes, I'm a bit afraid of that. But still they should support per-texture (UV) coordinates in Octane itself, because it's a very useful thing.face wrote: I think they will not spend any time in an alternative file format when the sdk is on the way...
Ocatane's render wishlist!
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
cgmo.net
- jamestmather
- Posts: 112
- Joined: Fri Jan 22, 2010 7:04 pm
Plus one for motion blur. Assuming that the new exporters work then this is the only major drawback for most animated rendering applications within octane. Is this likely or possible anytime in the near future?
- Radialarray
- Posts: 30
- Joined: Mon Aug 02, 2010 10:07 am
would like a way to extract materials that i directly assigned to an object so that i can extract the material to a node in the node editor for further editing.
this would be awesome but i don't know if someone does understand what i mean
this would be awesome but i don't know if someone does understand what i mean

win vista 32-bit, intel quadcore 2.33, 4gb ram, nvidia gtx 460 1gb gigabyte oc
- boeing727223
- Posts: 156
- Joined: Mon Nov 14, 2011 3:37 pm
Displacement map is a must, copy and pasting materials instead of having to import them in....
I can be wrong, but... what for?? Displace map is mostly useful at modelling stage, rather then while rendering (some kind of "Displace" modifier with it's displace map, applied to the object — and expoter simply exports modified mesh) — in other words it's a modelling (and in some cases animation) tool. A possibility of usage Normal and Bump maps at the same time on one material — that would be great.relox wrote:Displace map!!!!
And I also agree that copy/paste materials/nodes and creating nodes from directly assigned materials/maps/values — is a must.
- PolderAnimation
- Posts: 373
- Joined: Mon Oct 10, 2011 10:23 am
- Location: Netherlands
- Contact:
Hue adjustment slider for textures would be great.
Option to animated sliders
And what would be awesome is the next senario.
You render a seqence in octane 100 frames, after you see the result your not happy with the noise you have. What would be awesome if octane could render the seqence once more and use the old renders.
For example you had 500 samples the first time and then when you render for the second time you render again with 500 samples, the and result is the same as 1000 samples.
This would be very useful.
Option to animated sliders
And what would be awesome is the next senario.
You render a seqence in octane 100 frames, after you see the result your not happy with the noise you have. What would be awesome if octane could render the seqence once more and use the old renders.
For example you had 500 samples the first time and then when you render for the second time you render again with 500 samples, the and result is the same as 1000 samples.
This would be very useful.
Win 10 64bit | RTX 3090 | i9 7960X | 64GB
There are a lot of great VRay materials available and being able to convert VRay materials holds a lot of potential to increase productivity, but many of us don't have VRay installed.
It looks like one of the biggest repositories of free VRay materials is at http://www.vray-materials.de
Perhaps Refractive could strike up an agreement with the guy who runs it to convert and fix up all his materials to run in Octane. Or Refractive staff could do this themselves.
Having a large material library would give Octane a big leap forward and with the ability to convert VRay materials the lengthy process of building the materials can be short-circuited.
Any comments on this idea from Refractive?
It looks like one of the biggest repositories of free VRay materials is at http://www.vray-materials.de
Perhaps Refractive could strike up an agreement with the guy who runs it to convert and fix up all his materials to run in Octane. Or Refractive staff could do this themselves.
Having a large material library would give Octane a big leap forward and with the ability to convert VRay materials the lengthy process of building the materials can be short-circuited.
Any comments on this idea from Refractive?
Win 8.1 | 2x GTX780 6GB RAM + 1x GTX 660 | Intel i7 | 16GB RAM | 3DS Max 2011
Why this link downloads a tmp-file from feedjs.com which needs a connection to 217.223.161.136???buggy wrote:There are a lot of great VRay materials available and being able to convert VRay materials holds a lot of potential to increase productivity, but many of us don't have VRay installed.
It looks like one of the biggest repositories of free VRay materials is at http://www.vray-materials.de
Perhaps Refractive could strike up an agreement with the guy who runs it to convert and fix up all his materials to run in Octane. Or Refractive staff could do this themselves.
Having a large material library would give Octane a big leap forward and with the ability to convert VRay materials the lengthy process of building the materials can be short-circuited.
Any comments on this idea from Refractive?
Nice to have a working firewall...
face
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578