First Post and some suggestions/bugs
Posted: Sun Jul 18, 2010 5:04 pm
Hi there
First I would like to congratulate the RS team for this very nice render engine.
I'm very surprised and happy for now with the performance on my 8800gtx (seems the 460gtx 2go could be my next one).
Obviously the plugin/script for maya is still at a beta stage.
So I began to rewrite another one because some things are 'strangely' coded, others are missing (such as exporting triangulated and smoothPreview objects) or don't work as expected, and the basic ergonomy could be improved.
Some other things I have to say at this time:
Have a nice week-end-end and some sleep
tchoa
First I would like to congratulate the RS team for this very nice render engine.
I'm very surprised and happy for now with the performance on my 8800gtx (seems the 460gtx 2go could be my next one).
Obviously the plugin/script for maya is still at a beta stage.
So I began to rewrite another one because some things are 'strangely' coded, others are missing (such as exporting triangulated and smoothPreview objects) or don't work as expected, and the basic ergonomy could be improved.
Some other things I have to say at this time:
- The materials have a <typename> and <id> but are managed by id relatively to the associated list in the mtl.
It would be a good idea to relink the material according to it's name as when we want to keep the tweaked ones and having new ones, the ocs file is just useless; unless with reordering materials in the mtl after every change. Or did I missed something? - In the graph editor...
When I plug a new material on the mesh node and later delete it to connect a different material... then if pick the material, parameters are missing, and this seems to crash octane sometimes (changing the material type, connecting an other one,...).
It would be nice to have a faster preview of the target channel's name when the mouse is over the little input and especially when doing a connection what is not the case for now. It's not very easy to do connections.
A drag and drop could be convenient also; from graph editor to viewport or node inspector.
The right click when picking materials is very usefull.
Just a note about power/floatTexture/float value: nodepin.cpp failed when connecting a float node to more than one node. I used this node to have values over 1 for controling things (setting the value before pluging).
I know you will let the user change the range in the next beta. - Did you planed to have an octane geometry/material/instance binary file format? Instancing is really missing.
Also missing, really basic things like texture placements (repeat u&v, offset u&v) and the use of multi uv channels (or perhaps I read the doc too quickly or not searched enough in the forum, sorry). It's nearly impossible to adjust some materials for architecture rendering or we have to do some hard moves with the uvs. - I remember I read something about this in the forum but I didn't find it again: why is octane always charging a minimum of 25% of the cpu?
Have a nice week-end-end and some sleep

tchoa