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Re: New nodes feature discussion towards v1.0 final
Posted: Tue Mar 29, 2011 8:08 am
by ura
Ability to manage resources card. This will allow:
- work with your computer during rendering.
- To reduce heat, and Power Consumption. Thereby extend the performance video card
Now I'm scared to include mode pathtrasing, gtx470 gets very hot.
Re: New nodes feature discussion towards v1.0 final
Posted: Tue Mar 29, 2011 11:26 am
by Sarford
I would like a ray-switch node (like the one in XSI). This helps in creating special passes where you can 'delete' object from the image and from the alpha but GI still sees them for instance, or the surrounding is still reflected but doesn't show up in the final image and alpha etc.
Re: New nodes feature discussion towards v1.0 final
Posted: Tue Apr 05, 2011 11:47 am
by ello
i wish a fisheye lensetype

Re: New nodes feature discussion towards v1.0 final
Posted: Tue Apr 05, 2011 1:01 pm
by satori13
Batch rendering would be a great option!!!
Re: New nodes feature discussion towards v1.0 final
Posted: Tue Apr 05, 2011 3:08 pm
by face
satori13 wrote:Batch rendering would be a great option!!!
Batchrender is a node?
Nice...
face
Re: New nodes feature discussion towards v1.0 final
Posted: Thu Apr 07, 2011 8:49 am
by Refracty
Hi,
here is my top ten feature list:
1. Lock cam node (transform values). Sometimes I have multiple cameras (exported from a 3d App) and I don't want them to change position. The recenter view -button only works for one view.
2. Octane asks for "save changes" even when freshly saved. Also Octane jumps into installation folder and not the recent one while opening a previous file. Define Project and texture pathes would be very handy especially when you change location of mtl, obj, ocs and image files.
3. Hide light source. I don't know if that works but sometimes the real surface of an emitter is too small to light up the scene strong enough. Maybe the IES will improve this.
4. North Offset in degrees. Texture scale value inverted (Greater number means greater scale).
5. SubSurface Scattering would be very, very nice. Is this hard to implement?
6. Region based fire fly removal would be great to keep the sharpness of the "good" areas that have no fflys.
7. More texture mixing options (screen mode, ect.)
8. Export Z channel.
9. tilt lens for architecture (low view but straight lines) as well as fisheye lens
10. spherical lens for 3D HDRI creation
Thanks.
Refracty
Re: New nodes feature discussion towards v1.0 final
Posted: Thu Apr 07, 2011 10:30 am
by GeoPappas
Refracty wrote:
9. tilt lens for architecture (low view but straight lines)...
I believe that this one has already been completed. See here (search for the words "shift lens"):
http://refractivesoftware.com/forum/vie ... =24&t=5625
Re: New nodes feature discussion towards v1.0 final
Posted: Thu Apr 07, 2011 5:09 pm
by Refracty
Ah, cool.
Thank you GeoPappas

Re: New nodes feature discussion towards v1.0 final
Posted: Fri Apr 08, 2011 9:37 pm
by Refracty
11. rotate Image Texture
12. Also it would be nice if the obj is read when clicking the obj node (and not when the scene is opened) if it is not allready loaded.
Because sometimes you need to open an ocs file just to swap the obj and the (old) mesh is imported and not used. This takes twice the time.
This could cause difficulties for the animation batch scripts but it could be a useful option for scene updates.
Re: New nodes feature discussion towards v1.0 final
Posted: Tue Apr 12, 2011 8:13 pm
by Refracty
1. Having a drop down selection possibility for material node types would be a useful timesaver.
Lets say you have a glossy material with a bump texture assigned and you want to change it to a diffuse material, then you wouldn't have to reassign/relink the bump map.
2. opacity = 0 = invisible
That would be a great feature if you need 'realistic' shadows in an interior with direct lighting / ambient occlusion. You pull the slider to 0 and the glass is realy invisible and so the light rays can pass through the windows.