New nodes feature discussion towards v1.0 final

Generic forum to discuss Octane Render, post ideas and suggest improvements.
Forum rules
Please add your OS and Hardware Configuration in your signature, it makes it easier for us to help you analyze problems. Example: Win 7 64 | Geforce GTX680 | i7 3770 | 16GB
User avatar
matej
Licensed Customer
Posts: 2083
Joined: Fri Jun 25, 2010 7:54 pm
Location: Slovenia

1. This is already possible (at the top of node inspector you have a dropdown for shader types)

2. Has to do with the render kernel. In this particular case you're better off removing the glass object.
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
User avatar
Refracty
Licensed Customer
Posts: 1599
Joined: Wed Dec 01, 2010 6:42 pm
Location: 3D-Visualisierung Köln
Contact:

Thank you matej for the tip (1).
Reexporting large senes in Rhino and reimporting them into Octane takes sometime. So disabeling the visibility in Octane (2) would be handy.
SebastianJW
Licensed Customer
Posts: 46
Joined: Sun May 08, 2011 11:33 am

I find it sometimes tedious have to right click > add > menu > sub menu > node.

As well as right click menu, it would be great to have a custom 'add node' bar at the top of the graph editor or when you press a hotkey. This bar will contain the nodes you use most like, diffuse, image, RGBspectrum, OBJ, scale, etc. Quick and easy access to the nodes you use most to speed up your workflow.
WIN XP, 3.40 GHz, 2GB & GTX 460 2GB
MattRM
Licensed Customer
Posts: 199
Joined: Wed Jan 27, 2010 6:06 pm
Location: Luxembourg
Contact:

Hello all,

Will be it possible to add a button to compute the zdepth information, like the clay button but to compute Zdepth information in float or a special render mode ( that can be access in command line too ) ? This can be usefull for complex project with animation ( multi-octane scene blend together in compositing ).
Also, will be it possible to add a special material to isolate the shadows pass ( for IBL, day simulation and emissive light ), like use_background in maya ?

Thanks in advanced,

Matthieu

ps : I don't know if I post in right place
User avatar
matej
Licensed Customer
Posts: 2083
Joined: Fri Jun 25, 2010 7:54 pm
Location: Slovenia

Are there any news regarding the discussion in this thread? When could we expect new node features to be implemented?
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
User avatar
abstrax
OctaneRender Team
Posts: 5506
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

Unfortunately no news. Two reasons for that, the latest development work has sucked up all our resources and a few things are not as easy to implement as initially anticipated. We definitely will add more nodes in the future not too far away. Some ground work has been done already to allow the planned changes.

Cheers,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
vipvip
Licensed Customer
Posts: 726
Joined: Fri Apr 22, 2011 9:28 am

Thanks for you honnesty, i imagine it's not easy to make grow this kind of projects...

Just i want to give you some suggestions which can interest you:
i bought octane licence for 2 main reasons:
* the quality of GI renderings ( very photo-realistic, with specfic grain, a real identity specific to octane outpout )
* the speed of the previews and final renderings (even with grain, it's not so important for me )

what is excellent is the relative simplicity of the interface: not tons of shaders but intuitive ('artistfriendly') settings and the compatiblity with many 3D apps.

What i constat on latest beta realeases (2.47/ 2.48):
the are new parameters and rendercore 'eating' a lot of time with (to my mind) minor results ( i'm thinking about dispersion: you have to let many hours of rendering to obtain diffration caustics, idem for light portal: very few differences for rendering final outpout but very complex to understand... ): to my mind, perhaps it becomes too technichal, too slow and so less 'artistfriendly' and the balance between time/technic/result is to my mind desequilibrated .
I know these evolutions ( like multiGPu, and even dispersion and portals ) are very important, i'm sure, but don't forget user like me and i'm sure, many others who want to create pictures quickly , but keeping high qual. output... to my ming, that's the challenge !
That's why i'm waiting for add'ons like GLARE/GLOW, Real (and quick :) )motion blur ans so on...

I hope you will develop to for animators (like very basic animation tools -not concerning objects geometry modify- but just for moving lights ( -> meshes ), ajust intensity over time, introduce animated textures (procedural and bitmaps )...

I hope you will listen to this with open-mind: i'm still (and more and more ) an octane-fan and wish you succes for the future...
User avatar
Refracty
Licensed Customer
Posts: 1599
Joined: Wed Dec 01, 2010 6:42 pm
Location: 3D-Visualisierung Köln
Contact:

hi, will it be possible to copy paste or import/export multiple nodes at once? Keeping the linking would also be handy.
User avatar
dkalna
Licensed Customer
Posts: 22
Joined: Wed Dec 08, 2010 8:13 pm
Location: Switzerland

Hi radiance,

when is the v1.0 actually scheduled?
Best regards,
Dalibor

Hardware: Intel® Core i7 920 2.66GHz, 12GB RAM, Gainward NVIDIA GeForce® GTX 580 1536MB GDDR5
Software: Windows® 7 Home Premium 64-bit, Autodesk® Maya® 2012 64-bit, Octane Render™ v1.0 beta 2.52
adrencg
Licensed Customer
Posts: 236
Joined: Wed Feb 24, 2010 4:20 am

Just keep in mind that artists don't generally think in terms of math. Octane creates art. Usually the people creating that art aren't into cosines and integers and all of that fun stuff.
Ryzen 5950x
128GB Ram
RTX 3070 x 3
Post Reply

Return to “General Discussion”