For me, the issue has always been what happens after a feature has been invented.
The instructions and tutorials are woeful. Looking at other engins, like redshift, one soon realises where Otoy needs to start putting more staff.
It shouldn't be down to forum moderators to explain to paying customers how to use features showcased years earlier.
I wanted to know more about vectron lights which looked increadible on one of the 'look what's coming' presentations.
Here's what comes up in a search in the latest online manual...
Whilst continual technical evolution is fantastic, the 'after-creation' service is not. Sorry.
Fed up of OTOY teasing features never get released
Forum rules
Please add your OS and Hardware Configuration in your signature, it makes it easier for us to help you analyze problems. Example: Win 7 64 | Geforce GTX680 | i7 3770 | 16GB
Please add your OS and Hardware Configuration in your signature, it makes it easier for us to help you analyze problems. Example: Win 7 64 | Geforce GTX680 | i7 3770 | 16GB
thanks for the updateGoldorak 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). You can do amazing things with the current toons shader, and the edges rendering is going to make that better. Right now, we have our work cut out for us on real time, meshlets and a long list of user requests that is the lifeblood of us supporting a very broad userbase.
is "edges rendering" something different to Anime kernel? it's something i badly need as currently use time consuming and tedious workarounds to render edges (in a different software)
how far off is edge rendering, realistically?
less than 1 year? 1 year? 2? more?
Not much point asking about ETA - refer attached imageDingbat wrote:thanks for the updateGoldorak 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). You can do amazing things with the current toons shader, and the edges rendering is going to make that better. Right now, we have our work cut out for us on real time, meshlets and a long list of user requests that is the lifeblood of us supporting a very broad userbase.
is "edges rendering" something different to Anime kernel? it's something i badly need as currently use time consuming and tedious workarounds to render edges (in a different software)
how far off is edge rendering, realistically?
less than 1 year? 1 year? 2? more?
There is undeniably room for improvements, but it is nothing exclusive to Octane/OTOY.Rik wrote:For me, the issue has always been what happens after a feature has been invented.
The instructions and tutorials are woeful. Looking at other engins, like redshift, one soon realises where Otoy needs to start putting more staff.
It shouldn't be down to forum moderators to explain to paying customers how to use features showcased years earlier.
I wanted to know more about vectron lights which looked increadible on one of the 'look what's coming' presentations.
Here's what comes up in a search in the latest online manual...
Whilst continual technical evolution is fantastic, the 'after-creation' service is not. Sorry.
That's also the case with many other renderers (even the biggest ones), and at VFX studios as well, in regard to in-house development (proprietary renderer or tools).