Goldorak wrote:It basically comes down to this - how much can we squeeze out of the 2.x cycle before we have to break things and do major re-architecting which may disrupt users? It's a fine line, but I think we're going at it this the right way.
I agree with this. We definitely need stability and to have the current feature-set work as it should. I'm more than happy to pay for octane to be further developed and in return receive more features, cause at the end of the day it makes my life easier.
That said, I payed for 2.x roughly two months ago, and I hope octane will at least have some of the more urgent issues fixed before I drop crash on an update. Of course, I'll still pay even if the basic stuff hasn't been fixed, but I won't be happy about it! lol

Mainly, I'm hoping to see the following in 2.x (I'm really new to octane so maybe there are more important fixes, but this is something that just has to work for it to be used in production):
1. Fix some glitches like motion-blur not rendering on the info passes, rendering freezing when you set the Kernel to a really low amount etc.
2. Fix the render layer/layer masks info pass opacity clipping glitch.
3. A way to render in one go Render Layer together with Layer Masks to one multi-pass file. And while I realize this might seem strange to some, it's actually really simple in theory. Sometimes you NEED the awesomeness and clean edges of Render Layer to isolate a
group of objects. But you still need some type of object buffer/black and white matte (layer masks) for selecting/manipulating
individual objects in the group of objects in after effects/nuke etc. Either this, or as mentioned before, proper material/object ID's, where you have control over the colors.
Also, this might be asking too much for 2.x, and definitely not needed to use octane in production, but deep compositing would be greatly appreciated! Hopefully this will be in the GTC presentation
