some wishes
Posted: Thu May 16, 2013 10:13 am
Hi everyone,
playing for the last days with Octane, pretty impressive.
To me it lacks some important features before used in a production.
Unbiased is great, but I think a bit of flexibility, or tweaking, would be great.
-Hide from camera. Sometimes, we don't want to see a panel light behind an object.
-different viewport/render values should be considered, per exemple the Meshsmooth modifier. For the moment, we need to enter the final iteration in the viewport.
-Obviously, render passes. It can be very handy to seperate reflection from refraction sometimes, and mix everything in post.
-Some procedural maps, like a gradient ramp. It's a great tool fox mixing textures.
-mixing map with fusion mode (additive, multiply...), and the same feature for material.
-real disc and sphere lights (not lowpoly)
-a real aperture system. I thnk the fstop just controls the exposure for the moment, not the blur.
-Going beyond 1 for normal power.
And sorry if these features has already been posted...
playing for the last days with Octane, pretty impressive.
To me it lacks some important features before used in a production.
Unbiased is great, but I think a bit of flexibility, or tweaking, would be great.
-Hide from camera. Sometimes, we don't want to see a panel light behind an object.
-different viewport/render values should be considered, per exemple the Meshsmooth modifier. For the moment, we need to enter the final iteration in the viewport.
-Obviously, render passes. It can be very handy to seperate reflection from refraction sometimes, and mix everything in post.
-Some procedural maps, like a gradient ramp. It's a great tool fox mixing textures.
-mixing map with fusion mode (additive, multiply...), and the same feature for material.
-real disc and sphere lights (not lowpoly)
-a real aperture system. I thnk the fstop just controls the exposure for the moment, not the blur.
-Going beyond 1 for normal power.
And sorry if these features has already been posted...