octane tweaks
Posted: Fri May 13, 2011 12:05 am
Hi Everyone,
Just wanted to post up some UI tweaks / octane tweaks which would make this program alot more useful to use.... Not sure if I am just doing it wrong, but yeah this is a list from people around the office.
-- Deleting nodes via the delete button
-- Copy and pasting nodes via ctrl c ctrl v
-- when you disconnect a node, it goes back to the original setting, not where it just has the empty circle.
-- when you add in materials from blender, the corresponding material nodes should not affected
this one may need some explanation
if we have materials ground metal and wall... each having their material node, if then we add in lights, and open up octane again, the metal node will be connected to the new lights material and wall will be connected to metal, instead of staying with their correct spot
-- being able to turn off the limit of samples... would be good for overnight renders
-- alpha shadows from direct lighting
-- layers... even if it only renders one layer at a time... like it would be SUPER useful if we could do masking / z depths and stuff, even if it was a completely different render.
-- hdr / exr export
-- being able to switch the material preview lighting setup to something different from the obj lighting setup
-- being able to change the scale of the uvs on the material preview to something more relevant to the object we are dealing with.
-- daylight lighting mixed with hdr background (so we can have clouds in the sky) & strong shadows.
-- in the node outliner, when you change a material it expands everything... have it remember what you have open / not and save like that.
-- being able to create a node in the node graph from the node outliner (everything is set from the export in blender... would be able to go, create node from these settings so that i can plug it into another material / save it to an ocm file)
-- being able to set the sensor size on the camera so we can integrate a live plate
-- being able to set our own camera response settings
-- being able to have multiple uv maps
-- zooming in / out & panning of the node graph
-- material macro having multiple outputs
and ofcourse camera animation / object animation but i guess thats something for later. oh and instance support...
Anyway, octane is awesome, dont get me wrong.. Been using it alot these past few weeks... but these improvements will make it that much nicer to use
Carlo
Just wanted to post up some UI tweaks / octane tweaks which would make this program alot more useful to use.... Not sure if I am just doing it wrong, but yeah this is a list from people around the office.
-- Deleting nodes via the delete button
-- Copy and pasting nodes via ctrl c ctrl v
-- when you disconnect a node, it goes back to the original setting, not where it just has the empty circle.
-- when you add in materials from blender, the corresponding material nodes should not affected
this one may need some explanation
if we have materials ground metal and wall... each having their material node, if then we add in lights, and open up octane again, the metal node will be connected to the new lights material and wall will be connected to metal, instead of staying with their correct spot
-- being able to turn off the limit of samples... would be good for overnight renders
-- alpha shadows from direct lighting
-- layers... even if it only renders one layer at a time... like it would be SUPER useful if we could do masking / z depths and stuff, even if it was a completely different render.
-- hdr / exr export
-- being able to switch the material preview lighting setup to something different from the obj lighting setup
-- being able to change the scale of the uvs on the material preview to something more relevant to the object we are dealing with.
-- daylight lighting mixed with hdr background (so we can have clouds in the sky) & strong shadows.
-- in the node outliner, when you change a material it expands everything... have it remember what you have open / not and save like that.
-- being able to create a node in the node graph from the node outliner (everything is set from the export in blender... would be able to go, create node from these settings so that i can plug it into another material / save it to an ocm file)
-- being able to set the sensor size on the camera so we can integrate a live plate
-- being able to set our own camera response settings
-- being able to have multiple uv maps
-- zooming in / out & panning of the node graph
-- material macro having multiple outputs
and ofcourse camera animation / object animation but i guess thats something for later. oh and instance support...
Anyway, octane is awesome, dont get me wrong.. Been using it alot these past few weeks... but these improvements will make it that much nicer to use

Carlo