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Lack of useful nodes...

Posted: Tue Jun 07, 2016 6:01 pm
by cashley
The lack of basic nodes in Octane is making it unusable for me. We desperately need the following:

- Math nodes (add, difference, divide, etc)
- conversion nodes (rgb to float and the likes)
- Compositing nodes or Layer node (see below)
- Robust Layer node (with transfer modes and alpha inputs)
- Ability to pipe values into the Dirt radius input

Re: Lack of useful nodes...

Posted: Tue Jun 07, 2016 6:16 pm
by cashley
More on the need for radius input on the Dirt Map:

In order to achieve a look like this (Red Nikon Camera Done in Arnold), you need to have control over the Dirt Map radius to add random values on the surface. Currently, with no ability to map anything into the radius, Octane will give you very even and unrealistic results (see matte image).

Re: Lack of useful nodes...

Posted: Wed Jun 08, 2016 6:58 am
by pxlntwrk
Hi,

you have to introduce some "noise" (turbulence, noise, etc) in your dirt node.
Image

here you find some infos about dirt>>> https://vimeo.com/100085092

Re: Lack of useful nodes...

Posted: Wed Jun 08, 2016 1:46 pm
by cashley
Yes, you are correct but without the ability to randomize the radius all of your wear/tear edges have the exact same width. This is not the case with Arnold. I'm not simply looking to mask the dirt map with grunge textures. I want the grunge textures to DRIVE the radius. I think this looks much better than a simple masking technique.

Re: Lack of useful nodes...

Posted: Wed Jun 08, 2016 1:59 pm
by aoktar
Arnold is an old renderer with more than 20 years and cpu based. All these are a matter of time to implement.

Re: Lack of useful nodes...

Posted: Wed Jun 08, 2016 2:51 pm
by mbutler2
Blender's Cycles GPU renderer is a great point of reference. Lots of great nodes and easy to use.

Re: Lack of useful nodes...

Posted: Wed Jun 08, 2016 2:58 pm
by calus
cashley wrote:Yes, you are correct but without the ability to randomize the radius all of your wear/tear edges have the exact same width. This is not the case with Arnold. I'm not simply looking to mask the dirt map with grunge textures. I want the grunge textures to DRIVE the radius. I think this looks much better than a simple masking technique.
You want to use dirt node the wrong way, node-flow is not the same as Arnold,
don't try to plug things inside dirt node but plug dirt node into things... ;)

Here I only use 2 dirt nodes with two different radius, I mix them with a COSINE MIX TEXTURE (avoid gradient) and I DRIVE final radius with a noise:
(very simple and quick setup with no UV or image involved.)
photoTest.jpg
photoTest.orbx
(9.72 MiB) Downloaded 136 times

Re: Lack of useful nodes...

Posted: Wed Jun 08, 2016 2:59 pm
by aoktar
mbutler2 wrote:Blender's Cycles GPU renderer is a great point of reference. Lots of great nodes and easy to use.
I really appreciate that. But it's not a perfect renderer yet. I wish to have these features more than all of you.

Re: Lack of useful nodes...

Posted: Wed Jun 08, 2016 6:16 pm
by cashley
Cool approach Calus, I'll try that tonight! Thanks!

Re: Lack of useful nodes...

Posted: Wed Jun 08, 2016 7:28 pm
by calus
cashley wrote:Cool approach Calus, I'll try that tonight! Thanks!
oh I didn't pay attention I was in C4d section..
So here is a C4d scene ;) :
phototestC4d.zip
(1.55 MiB) Downloaded 167 times