birdovous wrote:larsmidnatt wrote:And maybe I won't want or need 3.0. Octane is starting to go beyond anything I could want or need. Lots of features I don't use, it only takes 2 killer ones however for me to not want to go backwards. 2.x had 2 features that were worth the upgrade. And I'm not complaining about Octane getting fancy. Just a reality for me as simple hobbyist

Just from looking at the announcement of the OR3 I can already see 2 that are quite interesting, The OpenSL and the Volumetric/Particle simulation support.

Yeah neither of which I would use. There was a lot of interesting stuff in 2.0 I never use. OOC Memory is fantastic addition, and the coherent ratio option for PT and DL is a great time saver. Region render is a life saver. But there were lots of things I don't or can't use.
The plugin had some nice additions that are plugin specific with the more recent updates that make going back to 1.x an unpleasant idea for me. But while the 3.0 additions seem neato, not sure I would ever use them. Or use them enough to fork over mo money.
But if we had a 3.x plugin maybe...but I know I don't want to prepay for stuff I can't use (in DS), even if it's at a discount. Getting 2 was a risk, and I am risk adverse.
Advanced live texture baking: A feature that’s most beneficial for use in real-time game engines, OctaneRender 3 supports unbiased GPU texture baking (UV or volumetric) of global illumination, spherical harmonics and 8D light fields in Unreal Engine 4 and Unity plugins.
This feature however...sounds epic. Err, like a big deal. Would love to see it in practice(preferably, in DS!).