OctaneRender Max Plugin Collaborative Wishlist
Posted: Mon Mar 02, 2015 4:39 pm
Hello everyone,
This first post is set to list all plausible feature requests for 3DSmax plugin. Please feel free post your request. To keep the topic tidy and reach its goal, there are some rules and explanation about this topic. So, before you post anything, please read the second post first. I'll add my current requests first, but with your support we can make a better list.
Dear Octane development team. We sincerely would like you to keep an eye on this topic in the future. If we can succeed and keep this list updated with collective meaningful requests, you'll have a proper address to look at. Since this is currently coming from an individual user. If it reaches a remarkable post count. I would like you to take control over me, and make this sticky or any effort it's visible to most users.
Octane MAX user community's collaborative wishlist.
The list below is not classified or sorted by importance
Show Shaded Material In Viewport: A better compatibility is greatly needed feature to see what we're doing.
- "Show End Result" not working. It's not possible to show the "raw map"? (see 9th post)
IES Light :
- Visibility in Viewport: Another greatly needed feature to see what we're doing.
- Ies lights with target point and visualization of the ies 3d shape.
- ies distribution wireframe preview
- target ies lights
- flat or spherical ies emission
Global Custom Material Override: If possible please add an option to retain or ignore original materials' transparency information.
Global Displacement Override: An On/off checkbox for whole scene like in vray. This might also need to be implemented in octane core code I think. DONE !
Render settings presets: A preset list that is able to save and load renderer settings. Like vray it would great to select all render setting or individually like kernel, info channel, imager, Post Processing information.
More Maxscript Connectivity: Improving Maxscript connectivity with Octane.
Maxscript documentation that would help us show the way in writing maxscripts, create scripts that would help us.
Hiring a maxscripter to solve issues or help developers how to enhance maxscript integration. DONE !
Camera Wishlist:
- F-stop integration: A better way which allow us to control FOV and DOF like on a camera.
- A way to copy settings between Octane cameras. (Maybe a preset Save/Load?)
- convergent stereoscopic camera
- correct, serious and professional anaglyph preview
- camera selection through the connection line
Octane Proxy:
- Relink missing proxy-files via Asset Tracking not working. You have to relink manually which takes forever...
Material Editor
Color Correction:
-When applying a color correction node, the "show shaded material in viewport" setting gets deactivated. Possible to fix?
- 2d texture preview on material slots, for mixed materials too.
Material Convertor:
-Converting light objects can be done with another button that only converts light objects.
-Converting specular materials as "Fake shadows" option ON as default would be good. When converting it is always unchecked.
- V-Ray Blend Materials don't get converted (as Mix Materials).
-Keep "Show shaded material in viewport" setting after converting
-V-Ray IOR Values of 1.6 get translated as an Index of 1.6. In V-Ray default is 1.6, in Octane 1.3. So it should be changed to 1.6 = 1.3. Otherwise it's too reflective/metalic.
-Bump Maps gets converted as "RGB Image". Possible to convert them always as "Greyscale Images"?
-It's really hard to work with materal convertor with most ready assets are being sold like Evermotion, iTrees, ForestPack Pro, Sigershaders are essentially created for use with Vray. We want to use them as well but it's really cumbersome to convert their materials. We'd like you to focus on material conversion on that perspective.
Additionally,
Ex. Color correction brightness values do not convert correctly. Hue in Color correction conversion is not right as well. The Material Convertor should be able to convert more complex materials like sold vray tree materials with lots of materials for leaves, with color correction for color variances.
Octane Lights Lister: A light lister similar to original max's light lister which supports all all Octane lights is needed. The lister might include Vray lights in the scene as well so that we can see how many light we should work on converting in the first place.
If possible.. Please add the feature where you we can see the emitter materials in the list. And we can change the emission material properties from the lister. The lister might scan the scene and list applied materials name and numerical properties of the emission textures..
Octane viewport:
DONE ! -Ability to lock Octane viewport to camera or selected perspective view.(while allowing editing in other viewports.)
DONE ! -Ability to see all passes individually right from the Octane viewport.
DONE ! -Ability to save all the passes within viewport.
-Premultiply Alpha checkbox in viewer.
-Hotpixel removal slider to test on the go.
CLAY is DONE ! -Clay or "Custom Material Override" checkbox.
-Ability clone viewport to max's main VFB. To be able to put the render to Max's RAMPlayer for comparing. If you want to enchance this a little bit more. You can find a way to let us save renders temporarily and let us view before and after. Pretty much like the History feature on Vray VFB.
Alpha Masks for materials: Alpha masks for specific materials. This could be a render Elements pass where we can choose Which material ID is going to be rendered as mask (with Alpha or just BW render)
This might need to be implemented in octane core code. But it would be cool if it could be done.
Fur/hair passes: This might need to be implemented in octane core code. But it would be cool if it could be done.
Light passes
Render layers
- anisotropic reflections for the main rendering core.
Please let me know if there are problems in this list.
This first post is set to list all plausible feature requests for 3DSmax plugin. Please feel free post your request. To keep the topic tidy and reach its goal, there are some rules and explanation about this topic. So, before you post anything, please read the second post first. I'll add my current requests first, but with your support we can make a better list.
Dear Octane development team. We sincerely would like you to keep an eye on this topic in the future. If we can succeed and keep this list updated with collective meaningful requests, you'll have a proper address to look at. Since this is currently coming from an individual user. If it reaches a remarkable post count. I would like you to take control over me, and make this sticky or any effort it's visible to most users.
Octane MAX user community's collaborative wishlist.
The list below is not classified or sorted by importance
Show Shaded Material In Viewport: A better compatibility is greatly needed feature to see what we're doing.
- "Show End Result" not working. It's not possible to show the "raw map"? (see 9th post)
IES Light :
- Visibility in Viewport: Another greatly needed feature to see what we're doing.
- Ies lights with target point and visualization of the ies 3d shape.
- ies distribution wireframe preview
- target ies lights
- flat or spherical ies emission
Global Custom Material Override: If possible please add an option to retain or ignore original materials' transparency information.
Global Displacement Override: An On/off checkbox for whole scene like in vray. This might also need to be implemented in octane core code I think. DONE !
Render settings presets: A preset list that is able to save and load renderer settings. Like vray it would great to select all render setting or individually like kernel, info channel, imager, Post Processing information.
More Maxscript Connectivity: Improving Maxscript connectivity with Octane.
Maxscript documentation that would help us show the way in writing maxscripts, create scripts that would help us.
Hiring a maxscripter to solve issues or help developers how to enhance maxscript integration. DONE !
Camera Wishlist:
- F-stop integration: A better way which allow us to control FOV and DOF like on a camera.
- A way to copy settings between Octane cameras. (Maybe a preset Save/Load?)
- convergent stereoscopic camera
- correct, serious and professional anaglyph preview
- camera selection through the connection line
Octane Proxy:
- Relink missing proxy-files via Asset Tracking not working. You have to relink manually which takes forever...
Material Editor
Color Correction:
-When applying a color correction node, the "show shaded material in viewport" setting gets deactivated. Possible to fix?
- 2d texture preview on material slots, for mixed materials too.
Material Convertor:
-Converting light objects can be done with another button that only converts light objects.
-Converting specular materials as "Fake shadows" option ON as default would be good. When converting it is always unchecked.
- V-Ray Blend Materials don't get converted (as Mix Materials).
-Keep "Show shaded material in viewport" setting after converting
-V-Ray IOR Values of 1.6 get translated as an Index of 1.6. In V-Ray default is 1.6, in Octane 1.3. So it should be changed to 1.6 = 1.3. Otherwise it's too reflective/metalic.
-Bump Maps gets converted as "RGB Image". Possible to convert them always as "Greyscale Images"?
-It's really hard to work with materal convertor with most ready assets are being sold like Evermotion, iTrees, ForestPack Pro, Sigershaders are essentially created for use with Vray. We want to use them as well but it's really cumbersome to convert their materials. We'd like you to focus on material conversion on that perspective.
Additionally,
Ex. Color correction brightness values do not convert correctly. Hue in Color correction conversion is not right as well. The Material Convertor should be able to convert more complex materials like sold vray tree materials with lots of materials for leaves, with color correction for color variances.
Octane Lights Lister: A light lister similar to original max's light lister which supports all all Octane lights is needed. The lister might include Vray lights in the scene as well so that we can see how many light we should work on converting in the first place.
If possible.. Please add the feature where you we can see the emitter materials in the list. And we can change the emission material properties from the lister. The lister might scan the scene and list applied materials name and numerical properties of the emission textures..
Octane viewport:
DONE ! -Ability to lock Octane viewport to camera or selected perspective view.(while allowing editing in other viewports.)
DONE ! -Ability to see all passes individually right from the Octane viewport.
DONE ! -Ability to save all the passes within viewport.
-Premultiply Alpha checkbox in viewer.
-Hotpixel removal slider to test on the go.
CLAY is DONE ! -Clay or "Custom Material Override" checkbox.
-Ability clone viewport to max's main VFB. To be able to put the render to Max's RAMPlayer for comparing. If you want to enchance this a little bit more. You can find a way to let us save renders temporarily and let us view before and after. Pretty much like the History feature on Vray VFB.
Alpha Masks for materials: Alpha masks for specific materials. This could be a render Elements pass where we can choose Which material ID is going to be rendered as mask (with Alpha or just BW render)
This might need to be implemented in octane core code. But it would be cool if it could be done.
Fur/hair passes: This might need to be implemented in octane core code. But it would be cool if it could be done.
Light passes
Render layers
- anisotropic reflections for the main rendering core.
Please let me know if there are problems in this list.