DartFrog wrote:Am I the only one that got a little disappointed with OTOY after that presentation? I mean half the things in here were announced a YEAR ago. I was excited a year ago. Now I see this presentation and the vibe I got was that they were saying "Here's a few things with acronyms, but NEXT version, ohh man, you're gonna like Octane 4!" This development process is so slow. It's also pretty fragmented. I think it's unbelievable that Max (and maya) users are still without a V3 demo plugin at least.
Sorry for the rant, I just expected a bit more. I just thought Brigade and Lightfield rendering would've been out by now.
No need to apologize. These roadmaps are meant to invite feedback
We wanted to be transparent about our progress since last year, provide a final release date and pricing for V3 and ORC, and map out our product roadmap beyond 3.0's launch next month.
Some notes:
1) Brigade has been slowly integrated into Octane since v2.0 - not sure if many users realize this . V3 now includes 70% of Brigade 3's features, and V4 will get us to 100% .
At that point, dozens of Octane plug-ins will get Brigade's speed and features, fully integrated with Octane's art pipeline. I don't think there is any better way we could have productized Brigade for commercial use. Merging these two, very different rendering systems, without compromising either, is a moonshot - it is one the most complicated projects we have undertaken as a company.
2) Light field rendering: This had it's own 25 minute GTC16 presentation. Did you see it?
http://on-demand.gputechconf.com/gtc/20 ... S6749.html
3) We have an additional Maya developer full time now, which is speeding things up on the Maya plug-in roadmap. We are adding more resources to Max plug-in development as well.
It is our goal to to get through users' top requested features on both plug-ins much faster by adding more developers focused exclusively on their plug-in.
4) We understand it has been hard waiting for these 3.0 plug-ins to come out at the tail end of the beta because of OE.
We decided to do this after careful consideration. We concluded that implementing OctaneEngine support before the 3.0 beta was the right time to take on this task - it would be much more disruptive for users to do this after the 3.0 plug-in was released .
OE is critical for short and long term features. zero GPU was our top requested feature this year ( lots of laptop and Mac users often have no options for running Octane without something like this).
OE is more importantly the foundation for critical features we will be working on beyond 3.1. We need asynchronous rendering and recursive compositing node graphics going forward. That can't be done cleanly in the old API model. This will become much more impactful to users through OctaneImager's native plug-ins and toolchain. They will be the first pieces that leverage this system.
3rd party plug-ins will also have a an easier path supporting OE via a mature and stable API that we've been able to work out after completing these initial 3 plug-ins.