5 years later, would love to see this feature. Just getting consistent line weights for concave and convex edges and silhouettes of objects would be incredibly enabling.Fake Pilot wrote:Outline render for toon shader.
Which feature do you need the most?
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- mohari.mate
- Posts: 11
- Joined: Tue Mar 01, 2016 4:16 pm
An updated OTOY live database would be really really good with vegetation, assets like vehicles, signs, new materials etc... Even if its not free i would register cuz for archviz it takes a TON of time to make it done.
+1mohari.mate wrote:An updated OTOY live database would be really really good with vegetation, assets like vehicles, signs, new materials etc... Even if its not free i would register cuz for archviz it takes a TON of time to make it done.
Win 10
3.7Ghz i9 10900k / 64GB
ASUS STRIX Z490-E
PSU: PowerSpec 850Wd
RTX 3090 Asus Tuff
Network rendering:
Win 10
4.2Ghz i7 7700k / 64GB
AsRock SuperCarrier
PSU: EVGA 1200w
RTX 3080 Ti EVGA Hybrid
RTX 3080 ASUS Tuff
GTX 1080ti SC Black (wc)
3.7Ghz i9 10900k / 64GB
ASUS STRIX Z490-E
PSU: PowerSpec 850Wd
RTX 3090 Asus Tuff
Network rendering:
Win 10
4.2Ghz i7 7700k / 64GB
AsRock SuperCarrier
PSU: EVGA 1200w
RTX 3080 Ti EVGA Hybrid
RTX 3080 ASUS Tuff
GTX 1080ti SC Black (wc)
An Arnold-like toon shader would be great! At least give us something we can create blueprint-like renders with.joemoak wrote:5 years later, would love to see this feature. Just getting consistent line weights for concave and convex edges and silhouettes of objects would be incredibly enabling.Fake Pilot wrote:Outline render for toon shader.
The feature I need most is an updated manual
Especially for Octane Blender.

Especially for Octane Blender.
Win 10
3.7Ghz i9 10900k / 64GB
ASUS STRIX Z490-E
PSU: PowerSpec 850Wd
RTX 3090 Asus Tuff
Network rendering:
Win 10
4.2Ghz i7 7700k / 64GB
AsRock SuperCarrier
PSU: EVGA 1200w
RTX 3080 Ti EVGA Hybrid
RTX 3080 ASUS Tuff
GTX 1080ti SC Black (wc)
3.7Ghz i9 10900k / 64GB
ASUS STRIX Z490-E
PSU: PowerSpec 850Wd
RTX 3090 Asus Tuff
Network rendering:
Win 10
4.2Ghz i7 7700k / 64GB
AsRock SuperCarrier
PSU: EVGA 1200w
RTX 3080 Ti EVGA Hybrid
RTX 3080 ASUS Tuff
GTX 1080ti SC Black (wc)
I want to +1 this more times than would be sensible. Displacement in Octane is such a miserable experience. Are there any hints on a roadmap that this is due an overhaul?leave2 wrote:Displacements are by far Octanes most obvious weakness. The implementation of them is terrible, and lag behind even ancient renderers like Modos. Like already stated above, vertex displacements just aren't an option for 99% of people interested in speed and efficiency.
I remember the most I realised how bad they were. I needed to add two displacements together to create slightly embossed text on a logo, and when using vertex, it added 3 million triangles to a scene that was only 820k to begin with.
Compare that to Modo where you just drop a displacement in the shader tree and you can stack them all day.
I actually don't understand why displacements are so bad in this renderer.
Yes! This. Render Layer Reflection Alpha would be incredibly useful for VFX compositing. Number one feature request for me.jessestormer wrote:Something that has been #1 on my wish-list for a long time... is an alpha channel / matte for the reflection pass when using 'render layer'.
Essentially (particularly on light-colored backgrounds) setting the reflection to 'add blend mode' is not enough. Part of the compositing is obscuring other reflections from behind the object as well -- where the 'alpha channel' comes in, or even the AOV (including reflection)
Thank you! I am hoping this shows how setting the reflection pass to add mode is not enough -- and why an alpha channel for the reflection would be INCREDIBLY helpful, or even the ability to render the reflection matte for that object (without multiple render settings/exports) Although it is currently technically possible to get the passes necessary... 'render layer' removes the reflection matte that is necessary from the AOV pass, making this a two-step render process
I appreciate all of your teams' work on improving Octane

- p3taotoy
- Posts: 190
- Joined: Sat Nov 24, 2018 1:06 am
- Location: Washinghton, USA and Waikanae, New Zealand
- Contact:
PLEASE if its possible :>))
Can you have a center rotation on any mesh brought in. (Even if the mesh was off somewhere in XYZ in the modeling software)
When you bring in a mesh that was not at the origin in the original modeling software the axis of rotation in the standalone is way off!
It would be a life saver :>)))
Thanks
Oh yeah a shortcut for placement and group node :>)))
Can you have a center rotation on any mesh brought in. (Even if the mesh was off somewhere in XYZ in the modeling software)
When you bring in a mesh that was not at the origin in the original modeling software the axis of rotation in the standalone is way off!
It would be a life saver :>)))
Thanks
Oh yeah a shortcut for placement and group node :>)))
All 3d software "of this sort" (in the likes of Katana, the late Clarisse, Gaffer, etc) work the same, none of them are traditional poly modeling capable but rather employ what's commonly referred as a "deferred workflow" (assets are imported, not created in, besides the irrelevant procedural methods). In other words, this is not an Octane (Standalone) specific "issue".p3taotoy wrote:PLEASE if its possible :>))
Can you have a center rotation on any mesh brought in. (Even if the mesh was off somewhere in XYZ in the modeling software). When you bring in a mesh that was not at the origin in the original modeling software the axis of rotation in the standalone is way off! (...) Oh yeah a shortcut for placement and group node :>)))
Imported assets are supposed and expected to be production-ready, and for sanity reasons, should be as the opposite scenario is will eventually be problematic at some point.
This page features 'data-prep" (asset preparation) methods demonstrated with Blender (accessible to everyone) and Octane Standalone (SE).
However, when it comes to "shortcuts", there are ways to efficiently improve the workflow in Standalone.
This is demonstrated in this and this pages that are currently in-progress.
Octane resources
OCTANE POSTS (URLs have changed, which will break some links but all content remains available).
OCTANE POSTS (URLs have changed, which will break some links but all content remains available).
- wangdanyang1120
- Posts: 17
- Joined: Tue Mar 26, 2019 9:49 am