Hello,
We've been doing some complex jobs with many cameras and different settings for each camera, even different geometries.
The workflow works great but it leads to having a node tree the size of some 2 or 3 screen sizes, which lead to a very complex tree difficult to navigate on.
This could be easilly improved if there were some kind of groups, like the "material macro". that would incorporate geometries, placements, scatters, and materials and textures onto a single node, with one or more inputs and outputs.
The same would apply to the render target nodes...
I ask the octane team if you have this update in mind in the near future?
Thank you
Best regards
Filipe
Feature request: geometry macros
Forum rules
NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
I would strongly support this! Hopefully it would make such large scenes run a bit faster too (referring to the UI not the render).
Just a general 'cluster' with option in/outs.
Perhaps refer to Grasshoppper3D's clusters (for Rhino).
Would love to see this happen.
Just a general 'cluster' with option in/outs.
Perhaps refer to Grasshoppper3D's clusters (for Rhino).
Would love to see this happen.
Octane for Rhino | Windows 8.1 x64 | i7-3820 OC | GTX970 4GB OC & GTX 560 Ti 1GB OC | 32GB DDR3
Yes please, a generalized node container with arbitrary inputs & outputs. Real project can get really messy, as the screencap above shows
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
cgmo.net
because of this, I like the integration, nor any junk in my head. everything there where it should be. +
Core i5 76o @ 2.8o GHz | ZOTAC gtx58o AMP 1536Mb | MSI gtx46o 1o24Mb | Corsair ForceGT SSD12o | Gskill 16Gb RAM 16ooMHz
OctaneRender® for 3ds max®
+1 ! My current London city scene requires more than 9x the surface of my wide screen only for geometry distribution ! I made all my materials mainly in the Nodes inspector. It becomes very messy and tedious without node groups zoom or autopan ! 

French Blender user - CPU : intel Quad QX9650 at 3GHz - 8GB of RAM - Windows 7 Pro 64 bits. Display GPU : GeForce GTX 480 (2 Samsung 2443BW-1920x1600 monitors). External GPUs : two EVGA GTX 580 3GB in a Cubix GPU-Xpander Pro 2. NVidia Driver : 368.22.
- FrankPooleFloating
- Posts: 1669
- Joined: Thu Nov 29, 2012 3:48 pm
Great minds think alike for sure!... I was thinking this about 2 minutes into playing with instances the first time. Perhaps make it look very different than other nodes.. different color etc... I am definitely picturing this as being able to select multiple nodes, right-clicking and choosing Group Node.
I would think that some of the node-heavy apps out there like Nuke (et al) must have this same feature, er, right?.. maybe plagiarize that a little and not re-invent the wheel.
edit: even if they didn't have inputs for the first version - but had one output - this would would still help clean up the instance cluster-f**ks.
I would think that some of the node-heavy apps out there like Nuke (et al) must have this same feature, er, right?.. maybe plagiarize that a little and not re-invent the wheel.
edit: even if they didn't have inputs for the first version - but had one output - this would would still help clean up the instance cluster-f**ks.
Last edited by FrankPooleFloating on Mon Jan 14, 2013 11:23 pm, edited 1 time in total.
Win10Pro || GA-X99-SOC-Champion || i7 5820k w/ H60 || 32GB DDR4 || 3x EVGA RTX 2070 Super Hybrid || EVGA Supernova G2 1300W || Tt Core X9 || LightWave Plug (v4 for old gigs) || Blender E-Cycles