Goldorak wrote:I am responsible for communicating our public roadmap, making the GTC videos, all of it, so if I can be doing this better, I'm always open to feedback.
Goldorak wrote: The Photon Tracer for example - is actually already working great in plugins like C4D. We have users like WREN from Corridor even making tuts for it, and we added volume caustics - which was not in any roadmap we shared before; in that case I feel we surpassed what we promised even months earlier.
Goldorak wrote:Anime edge kernel is in a pretty good state as a render delegate (which we can then sideload in Octane core), but like polarization and some other roadmap features, I have put them further out because users have strongly voted on us shipping more urgent features ahead of this (including PPM caustics)
Goldorak wrote:Also, from an ecosystem perspective, we have added a ton of value around Octane for the $20 month that hasn't changed price in four years: Embergen, Sculptron, Architron (formerly LW CAD), Kitbash 3D, GSG+ (for annual sale on BF) and soon World Creator 3. Also we have Mac, Blender and Unreal still free and we have supported that for years to grow the ecosystem.
elsksa wrote:Hi mikeadamwood,
I think it's understandable to feel that way, at least, from some people. Especially those who do not have an insight of a software development company.
I know many developers and even product (hardware) manufacturers/companies, it's a lot of work with many obstacles along the way. It takes time to produce anything "good". One recent example: ARRI (which I let you Google, if you've never heard of it, it's basically the brand used on the majority of movies) planned to release their newest camera in 2020, after a decade or so of planning, development, engineering, etc. It got postponed to 2022. They didn't receive too much pressure from their customers because they know that time is a capital requirement in order to release a reliable product. As a matter of a fact, a lot of rushed release (software or hardware) showed problems at release date.
The way I see it is that OTOY takes the necessary time to release an-as-reliable-as-possible feature on day one. Some features also require time for hardware to evolve. High-end real-time is only viable for the last few years. It wasn't the case a decade ago.
I'm only a Standalone user, and my own experience has been near problem-free with it. Photon Tracing, for instance, worked like a charm on day one. There has been some minor issues here and there, but that is to be expected (as with any software or hardware product) and it does get fixed rather quickly after. That's also why user feedback and report are crucial. Everyone has a different workstation configuration, workflow, etc.
I also do not think Octane is lacking major features at the moment and any important ones are already on the roadmap. It's one of the most feature-rich renderers of its kind. What you have mentioned is partially available: "bits of Brigade" (so to speak), has been already implemented in an experimental build and Anime-like rendering is already possible, Lino from OTOY have done it although the Anime Kernel will bring more benefits.
Octane is also a one of a kind renderer. OTOY developers are hard working on it and have been surprising many of us more than once, in the past. On top of being very keen to user feedback. There are always internal reasons why a product doesn't come to life or gets post-poned. No matter the industry.
Regarding 3D DCC implementations (plugins), do keep in mind that no 3D DCC is the same. Each have their own APIs, quirks and whatnot. Not all of them are equally easy to manage for a developer (unfortunately).
Patience is a virtue. It will be worth the wait.
Agendum wrote:(...) steep maintenance costs for what exactly?
senorpablo wrote:To add to the list of promised and never delivered features, the AMD GPU support that was right around the corner yet never materialized. That was over seven years ago.
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