Plugin Feature requests
Posted: Mon May 31, 2010 3:49 pm
1) Bring over the camera resolution by default. You can still change it in Octane.... but don't have to take that step.
2) In the plugin window be able to point to an HDR so that it automatically loads in Octane.
These next two may be harder but would enable quicker tweaking on the other side.
3) The reflection % in native app... corresponds somehow to roughness in Octane
4) If transparency exits in native app that Octane opens a specular shader for its material. I know you would still have to tweak it, but when you change it scrolls you back to the top and if you have a lot of materials you have to find it again. You can use the material selector but not that easy all the time. Again its another step.
5) FBX import
Question/Suggestion.
If you turn automatic focus off. Then use point of focus picker on an mesh in the scene... if you are animating and the camera and model are moving does it stay focused on that element you picked in the first OBJ when each new OBJ is brought in.?
6) If you set DOF up in native app... can it be imported in Octane?
Thanks
What follow is just my two cents worth and not related to the requests... its the mere rambling of a long time 3D user who has always been too lazy to learn something as technically demanding and as intricate Mental ray.... It is supposed to be a compliment... if for some reason it comes out any other way.
What I am excited about in Octane is not only the speed of rendering (that is as a much a by product of the GPU technology as your good implementation of it) but also the ease at which a beautifully lit and shaded scene can be achieved from an OBJ. Thank you for making the steps involved and as simple as possible. 3D artists by nature have to adapt as the field changes so much... but most of us have a favorite modeler, sculpting program, photo retouching etc. and though we change when we must or when upgrades force us to learn... we generally stay with that favorite as long as we can. But the challenge for most of us is we do not work for Pixar or ILM and so we must be experts of a sort in ALL aspects of CG. Modelling, lighting, UV mapping, and the list is huge. Keeping up with all of it means the hours on the job are supplemented by the hours learning when not "on the job." If you (Octane) continue to make an application that helps create beautiful images (after one has already spent many hours modeling and texturing) as simply as possible without learning another complex interface with a million steps each with their million sub steps.... you will be appreciated by 3D artists deeply. I appreciate the effort so far and it seems to me (a non expert... but a jack-of-all-trades for sure) that you are on the path to do just that.
Thanks... keep it up.
2) In the plugin window be able to point to an HDR so that it automatically loads in Octane.
These next two may be harder but would enable quicker tweaking on the other side.
3) The reflection % in native app... corresponds somehow to roughness in Octane
4) If transparency exits in native app that Octane opens a specular shader for its material. I know you would still have to tweak it, but when you change it scrolls you back to the top and if you have a lot of materials you have to find it again. You can use the material selector but not that easy all the time. Again its another step.
5) FBX import
Question/Suggestion.
If you turn automatic focus off. Then use point of focus picker on an mesh in the scene... if you are animating and the camera and model are moving does it stay focused on that element you picked in the first OBJ when each new OBJ is brought in.?
6) If you set DOF up in native app... can it be imported in Octane?
Thanks
What follow is just my two cents worth and not related to the requests... its the mere rambling of a long time 3D user who has always been too lazy to learn something as technically demanding and as intricate Mental ray.... It is supposed to be a compliment... if for some reason it comes out any other way.
What I am excited about in Octane is not only the speed of rendering (that is as a much a by product of the GPU technology as your good implementation of it) but also the ease at which a beautifully lit and shaded scene can be achieved from an OBJ. Thank you for making the steps involved and as simple as possible. 3D artists by nature have to adapt as the field changes so much... but most of us have a favorite modeler, sculpting program, photo retouching etc. and though we change when we must or when upgrades force us to learn... we generally stay with that favorite as long as we can. But the challenge for most of us is we do not work for Pixar or ILM and so we must be experts of a sort in ALL aspects of CG. Modelling, lighting, UV mapping, and the list is huge. Keeping up with all of it means the hours on the job are supplemented by the hours learning when not "on the job." If you (Octane) continue to make an application that helps create beautiful images (after one has already spent many hours modeling and texturing) as simply as possible without learning another complex interface with a million steps each with their million sub steps.... you will be appreciated by 3D artists deeply. I appreciate the effort so far and it seems to me (a non expert... but a jack-of-all-trades for sure) that you are on the path to do just that.
Thanks... keep it up.