
What we need is texture support for aperture shapes!



Anyway you get my point.
I was mostly imagining using it for polygonal shapes, diffraction edges, and imperfections that Octane currently doesn't offer, but why not go the whole nine yards?

Basically what I feel octane lacks is IMperfection. You guys have the perfection thing nailed! But photographs don't always look perfect. If we're going for a realistic look, we need realistic imperfections too! And we're moving towards that with the post processing. I hope that the new camera type other than "thinlens" is going to help us out with that. I digress.
I actually did some tests of my own by actually constructing a box around the Octane camera while in 3DS Max, and grouping them so they moved together. I put a black plane with a hand-drawn opacity mask right next to the camera and actually got some neat results!


So this is actually happening in the renderer, just like in real life! Here a physical aperture is affecting the image perfectly... but this is a pain and can easily be simulated in-camera instead of needing a physical rig attached to every camera.