OCTANE 2.X Needed Features

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linvanchene
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I would find it helpful if in additon to the existing variable field of view alternative input fields would be added for users more experienced with real world photo camera values:

- Focal Lenght
- Focal Lenght Multiplier (aka crop factor)

calculated based on standard 35mm sensors with an Width/Height image ratio of 3:2

- - -
For users not familiar with the variable "Focal Lenght Multiplier" (aka crop factor) it could also be usefull to

be able to select a sensor size.

Example: full frame 35mm sensor, APS-C sensor etc.

- - -

The same was suggested in slightly different words in another thread:

http://render.otoy.com/forum/viewtopic. ... ld+of+view

- - -

Update / Edit:

I would like to see some of the best features that are available in plugins to be added to the standalone version.

I did some more experimenting with the standalone today and now miss some features of the plugin very much:

http://render.otoy.com/forum/viewtopic.php?f=9&t=41718


- - -

Plugin features I would like to see in the standalone are:

- there are viewport tools to click on any surface to adjust white balance, open surfaces in the Node Graph Editor or the material list.

- Each image node has a direct link to photoshop so you can quickly edit textures and then send them back to the standalone.

- There are quick ways to resize textures inside the standalone

- There are initial values for each parameter

- The last value of each paramter is saved so the user can quickly revert to it when experimenting

- A list of recently used textures, and recently used save locations show up when working with image node for faster browsing

Update / Edit:
In the meantime while experimenting with the standalone I did find some of the features I was looking for. So I removed them from this list.
Attachments
Color picker and RAL color selection
Color picker and RAL color selection
Intial and Last Values are stored to be able to experiment
Intial and Last Values are stored to be able to experiment
Last edited by linvanchene on Sat Aug 23, 2014 5:48 pm, edited 1 time in total.
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NVN
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i cant belive...why we need Multilight?????
We need some others!!!


One Polygons can only have Texture!
We need stack-materials like Cinema 4D....this would be awesome and speed up the workflow!!!

the scound is:
Octane tag "dont see in refection"
THIS IS A MUST HAVE!
Davve
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my wishes for future versions of octane is

UV tile (UDIM) Support
Substance support

Davve
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Seekerfinder
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NVN wrote:i cant belive...why we need Multilight?????
Many Octane users do archviz work. You obviously don't fall into that category. Bear in mind that Octane is still relatively slow with interior, artificially lit shots. If we can render in multiple light source passes, we can show our clients multiple interior lighting conditions without re-rendering each, time-consuming, shot. If you have ever seen Maxwell Render's multilight feature in action, you won't know how powerful or important this is for many of us here.

Best,
Seeker
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coilbook
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Looking forward to particles and atmospherics
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whersmy
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Seekerfinder wrote:
NVN wrote:i cant belive...why we need Multilight?????
Many Octane users do archviz work. You obviously don't fall into that category. Bear in mind that Octane is still relatively slow with interior, artificially lit shots. If we can render in multiple light source passes, we can show our clients multiple interior lighting conditions without re-rendering each, time-consuming, shot. If you have ever seen Maxwell Render's multilight feature in action, you won't know how powerful or important this is for many of us here.

Best,
Seeker
also in product design it can be very useful

studio shots can be very hard when getting things like gamma settings and the right lightboxes just right
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itsallgoode9
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whersmy wrote:
Seekerfinder wrote:
NVN wrote:i cant belive...why we need Multilight?????
Many Octane users do archviz work. You obviously don't fall into that category. Bear in mind that Octane is still relatively slow with interior, artificially lit shots. If we can render in multiple light source passes, we can show our clients multiple interior lighting conditions without re-rendering each, time-consuming, shot. If you have ever seen Maxwell Render's multilight feature in action, you won't know how powerful or important this is for many of us here.

Best,
Seeker
also in product design it can be very useful

studio shots can be very hard when getting things like gamma settings and the right lightboxes just right
yeah, it's SO insanely useful to get renders out quicker. Get your lights roughly correct in the render then dial them in, in post without the need to re-render.

Or, you can begin your lighting like this, then once you know the light intensities you need, plug those numbers back into octane and do a final render without multilight. This method keeps you from having to wait on a billion test renders when figuring out lighting.
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Myxyu
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Please add Multilight!
HHbomb
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+1 for multilight !
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MistAjuliax
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Hi,
could you standardize texture names between standalone and plugins and update manuals ?
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