Which feature do you need AFTER VERSION 2.x

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Rikk The Gaijin
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The Octane team will hate me for opening this thread, since version 2.0 is not even released yet (love you guys! :lol: ), but the other official feature list thread is obsolete now, and in order to make a new poll, we need first to gather some informations.

The features list in version 2.0 is here: http://render.otoy.com/forum/viewtopic.php?f=7&t=38935
And the features list in version 2.x is here: http://render.otoy.com/forum/viewtopic.php?f=9&t=39092

I will start with the most obvious:
● Volumetric: fire, smoke, clouds
● Particles

And add my own request:
● Detachable windows / support for dual screen

So what DO YOU guys need after version 2.x? ;)
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Seekerfinder
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MULTILIGHT !!

Would love to see that one come to pass!

Who's with me?

Seeker
Last edited by Seekerfinder on Fri Apr 04, 2014 4:45 pm, edited 1 time in total.
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MistAjuliax
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Multilight +1

True normal maps, blended shadow edges with bump maps.

Displacement and motion blur are so basic fonctions that they should have been implemented in 1.5 whitout have to paid to get them, so 99€ for standalone upgrade is a nice price, free upgrade plugins would be great, and the 400% faster render speed promised would be great too.
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bicket
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Before new features

In production, I'm waiting for render passes as fast as possible.

What could be usefull ?
- Specular alpha
- Object isolation (a more complex pass effect).
- Impressive performance upgrade
- 3dsmax or other 3rd party procedural textures
Last edited by bicket on Fri Apr 04, 2014 4:34 pm, edited 1 time in total.
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kavorka
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Multiple monitor support would be awesome.

For the 400x speed up, they said that after testing it more in real scenes it didn't work how they thought it would, so I would just forget about that one.
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Seekerfinder
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kavorka wrote:Multiple monitor support would be awesome.

For the 400x speed up, they said that after testing it more in real scenes it didn't work how they thought it would, so I would just forget about that one.
Yeah speed in the core render engine has seemingly reached a ceiling. Jules Urbach announced massive speedups at last year's GTC (or Siggraph?) which is when I think the team realised they needed the big re-coding thing to achieve the great feature set we're seeing coming now - at the cost of speed (a speed decrease in fact, around 10% according to Abstrax). So speed increases seemed to have moved from a software approach more to a hardware approach with more cuda cores every year per GPU from Nvidia and of course now network rendering and cloud rendering.

Arion seems to have had most of the features Octane are now introducing. But to me it's clear that the Octane guys are real commited and in it for the long run AND have the resources to deliver. To me that goes a long way.

So the new Octane seems to mean bye bye (sigificant) software speed upgrades, hello more Titans, hello network GPU's, hello cloud (if that ever becomes user friendly), hello brilliant new features, hello Brigade integration. I can live with that...

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kevinshane
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I think the most important thing is introducing octane's own proxy mesh(like vrmesh,or something like point cloud display option with 0 polys count :) )right now it's hard to rotate in viewport when doing a super huge scene,say 2 Billions polys :( :( and it's a nightmare :x

and then,how about unlimited texture counts(so far as I know that Arion render can add unlimited texture) :( :( because 144 is way too little :( :(
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FrankPooleFloating
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Hey guys - here are some from The Wishing Well (my old thread - compiled from many users) minus the ones that have been announced (sorry if I missed any that should be deleted)... Just to refresh memory of some that were wanted..


A procedural that could produce things like galvanized steel and flagstones etc - control # of shades, edge thickness, edge noise
Custom Bokeh
negative scaling in any of x,y,z directions
pixel aspect ratio
PTEX Support
sky presets
noiseless photometric light distribution
target lights with visible ies gizmo
vraysun translation
vray ies translation
texture decal
better procedural textures
physical corrected mixing of materials
wire edge shader that works with materials
support for vray or proprietary proxies
material override
Max render channel output support
32 bit tonemapped output
alpha on specular materials
realtime lens flare with presets
(Random) displacement/rotation/scaling of the same image texture connected to a scatter node and instances.
Algebraic transforms, i.e., multiplication (also by negative numbers), addition, etc.
Simple Scattering
Import FBX
ID material
Pre-emptive 16-bit and 32-bit displacement map file support
Vector Displacements
on-screen axis manipulators for move, rotation and scale (like any other 3D application)
object-based rotation pivot
More Camera responses.
Anisotropic material
Control on vertical/horizontal camera distortions.
Greater control over placing a background image
Lens controls for lights (hotspot, falloff, attenuation)
Vertex Colors
Multi-Monitor Support
Stereomode side by side
HELP tips on each parameter when you hover it (a la zbrush)
OBJ reader with OBJ animation option
3D volume datas for smokes and clouds, to voxel them and put volumetric shader (standard, not from nowhere)
a real matte material, with direct transfer color, reflection, refraction
3d support other than anaglyth, polarized, dynamic and option to output the separate two pictures
Animation and Trigger Nodes
stereoscopic camera rig or helper
stereoscopic output: side by side, top bottom, anamorphic side by side, top bottom
projector lights
rt render + wireframe in the Max viewport
diffraction simulation in camera lens distortion effect
perspective correction feedback in the Max viewport
far camera clipping
dof camera feedback in Max wireframe viewport
real camera parameters: more iso/time exposure/speed in seconds or fractions/aperture follow DOF/geometry diaphragm
Multipass to channels that can be saved automatically along with the main buffer for compositing in post
Moonlight added to daylight settings
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Seekerfinder
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FrankPooleFloating wrote:Hey guys - here are some from The Wishing Well (my old thread - compiled from many users) minus the ones that have been announced (sorry if I missed any that should be deleted)... Just to refresh memory of some that were wanted..


A procedural that could produce things like galvanized steel and flagstones etc - control # of shades, edge thickness, edge noise
Custom Bokeh
negative scaling in any of x,y,z directions
pixel aspect ratio
PTEX Support
sky presets
noiseless photometric light distribution
target lights with visible ies gizmo
vraysun translation
vray ies translation
texture decal
better procedural textures
physical corrected mixing of materials
wire edge shader that works with materials
support for vray or proprietary proxies
material override
Max render channel output support
32 bit tonemapped output
alpha on specular materials
realtime lens flare with presets
(Random) displacement/rotation/scaling of the same image texture connected to a scatter node and instances.
Algebraic transforms, i.e., multiplication (also by negative numbers), addition, etc.
Simple Scattering
Import FBX
ID material
Pre-emptive 16-bit and 32-bit displacement map file support
Vector Displacements
on-screen axis manipulators for move, rotation and scale (like any other 3D application)
object-based rotation pivot
More Camera responses.
Anisotropic material
Control on vertical/horizontal camera distortions.
Greater control over placing a background image
Lens controls for lights (hotspot, falloff, attenuation)
Vertex Colors
Multi-Monitor Support
Stereomode side by side
HELP tips on each parameter when you hover it (a la zbrush)
OBJ reader with OBJ animation option
3D volume datas for smokes and clouds, to voxel them and put volumetric shader (standard, not from nowhere)
a real matte material, with direct transfer color, reflection, refraction
3d support other than anaglyth, polarized, dynamic and option to output the separate two pictures
Animation and Trigger Nodes
stereoscopic camera rig or helper
stereoscopic output: side by side, top bottom, anamorphic side by side, top bottom
projector lights
rt render + wireframe in the Max viewport
diffraction simulation in camera lens distortion effect
perspective correction feedback in the Max viewport
far camera clipping
dof camera feedback in Max wireframe viewport
real camera parameters: more iso/time exposure/speed in seconds or fractions/aperture follow DOF/geometry diaphragm
Multipass to channels that can be saved automatically along with the main buffer for compositing in post
Moonlight added to daylight settings
Dilution alert!
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ROUBAL
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● Detachable windows / support for dual screen
For Detachable Windows, I agree... but dual screen monitor is already available since the beginning ! I often extend octane on my two screens, and it even remember the last config when re-opening the project. ;)
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