kacperspala wrote:What is the status of the stable version? It is almost a month since this 'we can get the stable version out next week' version and 8 months since the announcement of octane 4.
it`s "The NeverEnding Story"
kacperspala wrote:What is the status of the stable version? It is almost a month since this 'we can get the stable version out next week' version and 8 months since the announcement of octane 4.
kacperspala wrote:What is the status of the stable version? It is almost a month since this 'we can get the stable version out next week' version and 8 months since the announcement of octane 4.
frankmci wrote:kacperspala wrote:What is the status of the stable version? It is almost a month since this 'we can get the stable version out next week' version and 8 months since the announcement of octane 4.
In 25 years of 3D animation work, I don't think there has ever been a truly stable version of anything, just more or less unstable. If you always wait for stability, you'll never get anything done.
tim_grove wrote:frankmci wrote:kacperspala wrote:What is the status of the stable version? It is almost a month since this 'we can get the stable version out next week' version and 8 months since the announcement of octane 4.
In 25 years of 3D animation work, I don't think there has ever been a truly stable version of anything, just more or less unstable. If you always wait for stability, you'll never get anything done.
I think stable in this case means it won't break under normal use and currently it still does.
frankmci wrote:I think what "breaks under normal use" is pretty subjective. There are always some required work-arounds for elements that seem like they should work, that used to work, that sometimes work, that require babysitting and hand-holding, that cause headaches under deadline. With any tools as complex as those used in production level 3D animation and rendering there will be some things that glitch out, that behave oddly, behave unreliably, that crash a render job and just are just generally unruly. It's a constant battle between technological growth, new features, backward compatibility and inter-feature compatibility. If you have ever had a "stable" pro 3D tool, you were probably just lucky to not be using the elements that happened to be glitchy at that particular time.
Part of what this profession entails is the creative problem solving required to work around these inevitable shortcomings and get the job done. Sure, push the developers to resolve the most problematic issues, but don't let them stop you from moving ahead.
My humble opinion.
frankmci wrote:kacperspala wrote:What is the status of the stable version? It is almost a month since this 'we can get the stable version out next week' version and 8 months since the announcement of octane 4.
In 25 years of 3D animation work, I don't think there has ever been a truly stable version of anything, just more or less unstable. If you always wait for stability, you'll never get anything done.
FrankPooleFloating wrote:Have you tried making your displacement 16bit?
tim_grove wrote:frankmci wrote:I think what "breaks under normal use" is pretty subjective. There are always some required work-arounds for elements that seem like they should work, that used to work, that sometimes work, that require babysitting and hand-holding, that cause headaches under deadline. With any tools as complex as those used in production level 3D animation and rendering there will be some things that glitch out, that behave oddly, behave unreliably, that crash a render job and just are just generally unruly. It's a constant battle between technological growth, new features, backward compatibility and inter-feature compatibility. If you have ever had a "stable" pro 3D tool, you were probably just lucky to not be using the elements that happened to be glitchy at that particular time.
Part of what this profession entails is the creative problem solving required to work around these inevitable shortcomings and get the job done. Sure, push the developers to resolve the most problematic issues, but don't let them stop you from moving ahead.
My humble opinion.
I completely agree with you, and I share the same enthusiasm for problem solving myself. However in this case there are major functions that still don't work. A good example is this scene I shared in the C4D forum, displacement combined with projection nodes seems to be wildly unstable giving Cuda 700 errors regularly. Apparently this is a problem with standalone.
I'm all for the slightly "unstable stable" release, and granted they are getting more stable as time goes by but when major functions like displacement just don't work it's a deal breaker.
abstrax wrote:tim_grove wrote:frankmci wrote:I think what "breaks under normal use" is pretty subjective. There are always some required work-arounds for elements that seem like they should work, that used to work, that sometimes work, that require babysitting and hand-holding, that cause headaches under deadline. With any tools as complex as those used in production level 3D animation and rendering there will be some things that glitch out, that behave oddly, behave unreliably, that crash a render job and just are just generally unruly. It's a constant battle between technological growth, new features, backward compatibility and inter-feature compatibility. If you have ever had a "stable" pro 3D tool, you were probably just lucky to not be using the elements that happened to be glitchy at that particular time.
Part of what this profession entails is the creative problem solving required to work around these inevitable shortcomings and get the job done. Sure, push the developers to resolve the most problematic issues, but don't let them stop you from moving ahead.
My humble opinion.
I completely agree with you, and I share the same enthusiasm for problem solving myself. However in this case there are major functions that still don't work. A good example is this scene I shared in the C4D forum, displacement combined with projection nodes seems to be wildly unstable giving Cuda 700 errors regularly. Apparently this is a problem with standalone.
I'm all for the slightly "unstable stable" release, and granted they are getting more stable as time goes by but when major functions like displacement just don't work it's a deal breaker.
The problem was just reported to us this weekend (by a different user) and I spent 3 days to get to the bottom of it and fix it. If it would have been reported earlier, we would have fixed it earlier. It's one of the reasons why the stable version hasn't been released yet.
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