Users expect Otoy to keep all plugins up to date

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linvanchene
Licensed Customer
Posts: 783
Joined: Mon Mar 25, 2013 10:58 pm
Location: Switzerland

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Last edited by linvanchene on Mon Oct 20, 2014 3:41 pm, edited 1 time in total.
Spectralis
Licensed Customer
Posts: 561
Joined: Thu Jun 06, 2013 10:21 pm

Crikey! I knew it had been a long time but didn't realise it was about 8 months between DS plugin updates. Sony Vegas Pro gets quicker updates than that and they're notoriously infrequent. The time span is one quarter short of a full version update for a lot of software. Hopefully the new schedule will be upheld but it does seem optimistic to jump from v1.2 to v2 in two months when it took 8 months to go from v1.1 to v1.2. Maybe t_3 is now getting the backup that all plugin devs should have at hand. Here's hoping!

What I'd like asap is for the DS plugin viewport to be fixed so that when figures are moved their clothes, hair and other adornments update along with them at the same time. I waste at least an hour every day waiting for the viewport to update or having to restart DS when this doesn't work. Animation is almost unusable because of the same problem - hours spent checking every frame to ensure no materials have been dropped. So my frustration is not just about lack of updates but also due to extremely disruptive bugs like this and virtually no support to help solve them. If a dev needs to concentrate on development at the expense of proper support then this also needs to be resolved.
ASUS Maximus VI Extreme, i7 3770k, 32GB RAM, 4 x GTX760 4GB, Win 8.1 x64.
manalokos
Licensed Customer
Posts: 441
Joined: Fri Nov 18, 2011 4:43 pm

What about exporters?

Plugins cannot and do not take advantage of the many possibilities that the standalone can offer.
I am using softimage to do my work and I use it through the exporter Soft2Octane that has not been updated for far too long.
Exporters should be a priority if the standalone really has a reason to exist, and it does, as it is the only way to handle very complex scenes with multiple render targets, scatter nodes, etc.

Kind regards
Filipe
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