Post here Octane for Max bugs and wish list
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- gabrielefx
- Posts: 1701
- Joined: Wed Sep 28, 2011 2:00 pm
I want to add this thread where post bugs and improvements for this plugin.
Last edited by gabrielefx on Tue Jan 03, 2012 8:51 am, edited 2 times in total.
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
- gabrielefx
- Posts: 1701
- Joined: Wed Sep 28, 2011 2:00 pm
***Wish List***
Octane Core
01) Cuda 4.1 based kernel
02) OpenCL based kernel (compatibility with ATI gpus)
Render
01) bidirectional path tracing kernel
02) render region
03) clay render (mat override)
04) 32 bit EXR multi layered output (mat id + zbuffer + alpha + etc.)
05) motion blur
06) support for displacements
07) caustics rendering of glass objects illuminated by the sun
08) hybrid rendering gpus+cpus
09) partecipating networked rendering
10) render to textures
11) support for instances
12) support for Forest Pack and Multiscatter plugins
13) spherical, cubical, cylindrical render
14) wire toon render
15) Support for alpha on specular mats
Render Passes
01) Octanealpha
02) Octanebackground
03) Octanematteshadow
04) OctaneMtID
05) OctaneMtselect
06) OctaneObjectID
3D Realtime Editing
01) move, scale, rotate for models, lights, materials
02) hide, hide unselected, layers on-off
03) support for all Max modifiers
Filters (biased render)
01) visible to reflections on-off per object
02) visible to refractions on-off per object
03) cast shadows on-off per object
04) visible to GI on-off per object
05) caustics on-off per object
06) visible to camera on-off
Lights
01) support for light lister
02) light filters: visible on-off, visible to reflection on-off, visible specular on-off
Camera
01) stereoscopic helper
02) support for number of blades in depth of field effect
03) support for isometric render: top, bottom, left, right
04) camera clipping support
Physical lens effects
01) lens diffraction
03) lens distortion
02) lens flare
Material editor
01) feedback of all connectible nodes
02) mixed texture should be visible in viewport shading
03) complex textures node should visible in slots
04) support for Max procedurals
05) support for Octane gradient ramp
06) support for fresnel materials
07) support for color correct node
08) single sided sub surface scattering support
09) support for unlimited materials (cpu)
10) proper material to render thin glass objects
11) support of uvw mapping controls and decal mode (no tiling)
12) possibility to use cubic hdrs
13) map channels
14) support for ambient occlusion dirt
15) support for image sequence
16) support for anisotropic reflections
Octane Framebuffer
01) interruptible render after a set of time
02) support of quad buffered directx framebuffer for stereo output (Nvidia 3d Vision)
03) white balance
Tools
01) multithread cpu translation to gpus (faster translation)
02) Support for Bitmap-Photometric tool (relink path reassignment)
03) Assignable Octane shortcut commands for keyboard, quad panel, menu, etc.
updated 05-05-2012
Octane Core
01) Cuda 4.1 based kernel
02) OpenCL based kernel (compatibility with ATI gpus)
Render
01) bidirectional path tracing kernel
02) render region
03) clay render (mat override)
04) 32 bit EXR multi layered output (mat id + zbuffer + alpha + etc.)
05) motion blur
06) support for displacements
07) caustics rendering of glass objects illuminated by the sun
08) hybrid rendering gpus+cpus
09) partecipating networked rendering
10) render to textures
11) support for instances
12) support for Forest Pack and Multiscatter plugins
13) spherical, cubical, cylindrical render
14) wire toon render
15) Support for alpha on specular mats
Render Passes
01) Octanealpha
02) Octanebackground
03) Octanematteshadow
04) OctaneMtID
05) OctaneMtselect
06) OctaneObjectID
3D Realtime Editing
01) move, scale, rotate for models, lights, materials
02) hide, hide unselected, layers on-off
03) support for all Max modifiers
Filters (biased render)
01) visible to reflections on-off per object
02) visible to refractions on-off per object
03) cast shadows on-off per object
04) visible to GI on-off per object
05) caustics on-off per object
06) visible to camera on-off
Lights
01) support for light lister
02) light filters: visible on-off, visible to reflection on-off, visible specular on-off
Camera
01) stereoscopic helper
02) support for number of blades in depth of field effect
03) support for isometric render: top, bottom, left, right
04) camera clipping support
Physical lens effects
01) lens diffraction
03) lens distortion
02) lens flare
Material editor
01) feedback of all connectible nodes
02) mixed texture should be visible in viewport shading
03) complex textures node should visible in slots
04) support for Max procedurals
05) support for Octane gradient ramp
06) support for fresnel materials
07) support for color correct node
08) single sided sub surface scattering support
09) support for unlimited materials (cpu)
10) proper material to render thin glass objects
11) support of uvw mapping controls and decal mode (no tiling)
12) possibility to use cubic hdrs
13) map channels
14) support for ambient occlusion dirt
15) support for image sequence
16) support for anisotropic reflections
Octane Framebuffer
01) interruptible render after a set of time
02) support of quad buffered directx framebuffer for stereo output (Nvidia 3d Vision)
03) white balance
Tools
01) multithread cpu translation to gpus (faster translation)
02) Support for Bitmap-Photometric tool (relink path reassignment)
03) Assignable Octane shortcut commands for keyboard, quad panel, menu, etc.
updated 05-05-2012
Last edited by gabrielefx on Sat May 05, 2012 9:56 pm, edited 38 times in total.
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
- gabrielefx
- Posts: 1701
- Joined: Wed Sep 28, 2011 2:00 pm
addedjitendra wrote:Render Elements..
Especially the materialID and objectID.
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
- gabrielefx
- Posts: 1701
- Joined: Wed Sep 28, 2011 2:00 pm
***Bugs and Malfunction list (2.58c)***
01) Max crashes after stopping the render using 4 (or more) gpus at high resolutions eg: 5000x3500 pixels. Excluding the 1st gpu and using only the gpus 2-3-4 Max doesn't crash.
04) Hided polygons are not supported
06) Hair world space modifier bug. The base object is translated by Octane during the render.
08) some missing Octane standalone features
13) missing Octane parameters name in the Slate Editor
15) merged lights and camera value units aren't properly scaled
16) issues in ies lights with different scaled scenes
updated 05-05-2012
01) Max crashes after stopping the render using 4 (or more) gpus at high resolutions eg: 5000x3500 pixels. Excluding the 1st gpu and using only the gpus 2-3-4 Max doesn't crash.
04) Hided polygons are not supported
06) Hair world space modifier bug. The base object is translated by Octane during the render.
08) some missing Octane standalone features
13) missing Octane parameters name in the Slate Editor
15) merged lights and camera value units aren't properly scaled
16) issues in ies lights with different scaled scenes
updated 05-05-2012
Last edited by gabrielefx on Sat May 05, 2012 9:51 pm, edited 26 times in total.
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
- davistalexander
- Posts: 28
- Joined: Thu Apr 15, 2010 7:57 pm
Ability to work with VrayFir/Autograss
Win7/64 |MSI GeForce 275 Twin Frozr| Core 1720 2.4 GHz | 6GB
- gabrielefx
- Posts: 1701
- Joined: Wed Sep 28, 2011 2:00 pm
with instances I think it will be possibledavistalexander wrote:Ability to work with VrayFir/Autograss
vrayfur or autograss objects are instances
Arion 1.6 enabled this feature, not instances but unlimited objects and textures. I donno how they (at Randomcontrol) did it because Cuda has limitations...
Probably Octane 2.6 will be based on the new Cuda 4.1 too.
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
I think they switched to CPU only...gabrielefx wrote:with instances I think it will be possibledavistalexander wrote:Ability to work with VrayFir/Autograss
vrayfur or autograss objects are instances
Arion 1.6 enabled this feature, not instances but unlimited objects and textures. I donno how they (at Randomcontrol) did it because Cuda has limitations...
Probably Octane 2.6 will be based on the new Cuda 4.1 too.
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
- gabrielefx
- Posts: 1701
- Joined: Wed Sep 28, 2011 2:00 pm
yes I confirmface wrote:I think they switched to CPU only...gabrielefx wrote:with instances I think it will be possibledavistalexander wrote:Ability to work with VrayFir/Autograss
vrayfur or autograss objects are instances
Arion 1.6 enabled this feature, not instances but unlimited objects and textures. I donno how they (at Randomcontrol) did it because Cuda has limitations...
Probably Octane 2.6 will be based on the new Cuda 4.1 too.
face
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB