Seekerfinder wrote:
Whatever the jargon, they seem to have a method that prioritizes render power to where it's needed, particularly related to light sampling.
Note that "they" are just one person. FStorm is being developed by one single person, and he claims he started with it in May 2015 so not even a year ago. So basically, by the time we've walked around waiting for Octane 3.0, this guy have developed a whole new renderer that renders both as good and as fast as Octane (and in some cases faster).
Concidering the short development time, it already has some really basic features that Octane for 3Ds Max lacks, like a material converter that actually works, physical camera values (aperture size etc), a descent working dirt node with radius texture input, falloff with curves, adaptive sampling, etc. And I guess Otoy will let us wait a while longer for any of those, especially since the 3Ds Max plugin seems be the least prioritized developent of all within Otoy.
FStorm is not a production ready renderer yet and has a long way to go. But I've tested it and confirmed that it can render just as good as Octane, and faster, but the downsides is that its live rendering is not as responsive as Octane's yet, lacks SSS at the moment and a few other things.
I really love Octane, it's the only renderer I use, but I am always looking into alternatives. Even if Otoy are working hard with new stuff, the are not communicating their progress. My feeling is that they run their own agenda and are focusing on lots of complex things before even the most basic requirements of a renderer is taken care of. Time will tell with Octane 3, but I really hope they will prove me wrong.