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Posted: Thu Aug 14, 2014 4:09 am
by Aenima
I know what is student licence but im not a student and this type of licences cant used for commercial products that is wjy cheaper.
Re:
Posted: Thu Aug 14, 2014 4:16 am
by 00Ghz
Aenima wrote:I know what is student licence but im not a student and this type of licences cant used for commercial products that is wjy cheaper.
Actually as I said lightwave offers a full commercial license for students. As the name says no limitations and allowed for commercial work.
From their site " The educational version of LightWave is available to eligible students and faculty members. It is the full commercial version of LightWave and comes complete with PDF based manuals, training material and content material to aid your learning path with LightWave. When you buy LightWave you will receive both Windows and Macintosh versions. "
Now this won't work for you but works well enough for others who are students around here.
Posted: Thu Aug 14, 2014 4:57 am
by Aenima
Your quote just the description of educational version.
Here a clear info about edu licence:
https://www.lightwave3d.com/support/faq/educational/
So you cant use for commercial work.
Re: Octane no longer Blender friendly?
Posted: Thu Aug 14, 2014 5:04 am
by 00Ghz
I see your point but then the initial description is kind of deceiving. Hmmmmm
Re: Octane no longer Blender friendly?
Posted: Thu Aug 14, 2014 5:40 am
by Aenima
00Ghz wrote:I see your point but then the initial description is kind of deceiving. Hmmmmm
I think its no any problems. In your description talks about the products functionality another page describe the requirements and coditions of usage. I not known any edu licence which can use for commercial works. This is why called edu

Re: Octane no longer Blender friendly?
Posted: Thu Aug 14, 2014 7:03 am
by 00Ghz
See adobe

Posted: Thu Aug 14, 2014 1:13 pm
by Aenima
Oh its new for me. Thanks
Re: Octane no longer Blender friendly?
Posted: Thu Aug 14, 2014 3:29 pm
by ephdot
Otoy has clearly made a very low priority of Blender plugin. However they already have our money, so we really have no option but wait.
I've embraced the same mindset for the plug-in as I now have for my golf game. Rather than get frustrated, I just laugh in disbelief.
That said, Otoy's decision to make a priority of Maya probably makes the most sense commercially. With the price change for Renderman, they are at risk of losing these customers.
Posted: Thu Aug 14, 2014 8:09 pm
by Aenima
I think its not true. Renderman not have blender integration too and using rm is more difficult than octane. Use octane you can achive fair result with less complicated way. Rm is another world. I have no info about the upcoming rm but i think its requires a lot of cpu instead of gpu. For a small studio, indie artist or hobbyst octane is a good choice.
I dont know how many blender users bought octane and the integrated plugin. Its pure business. The problem is the lack of communication. No expected dates, no release plans. The version changing was amateur. Most of the plugins released in a fair short time a few of them not released yet. These users paid as the other ones....
In my opinion otoy must clear their portfolio and make a decision which are the supported packages and plattforms and do a strict release plan.
In the eraly times when refractive started these kind of working was a bit more acceptable they was a small startup company.
After Otoy bought the whole stuff they went to the higher league.
And the other thing, blender has a bottleneck the gpl licence. Making blender integrated i think much more complicated than do the same for any other commercial package. And this is why i think switch to another 3d package. I like blender but its always in change a lot of addons often broken when a new version released and so on.
Sorry about my english and if any of my words sounds abusive its just the lack of my knowledge.
Re: Octane no longer Blender friendly?
Posted: Thu Aug 14, 2014 8:30 pm
by 00Ghz
I used to manage software development for some time before starting any sort of graphic design.
What I learned? Fixed delivery dates are impossible. As far as I know 75% of the software development are missing their scheduled release and budget. While I would love to get precise info from Otoy I know from experience that's not very likely because, not that they don't want to, they just can't. Can they predict a serious bug that shows off just 3 hours before the release date? Nope. Should they release the software as it is? I hope not otherwise we the users will yell to them until they give up software dev altogether

. And hiring more devs ain't a guarantee for improved features or faster releases as far as the main software is concerned.
However there are some stuff they can fix indeed such as having a dedicated resource per plugin. Or describing in short what issues they might have with something that prevents commercial release. Like that new light sampler. They could have said before users starting doubting them that while in many cases the sampler works great, there are others in which it's worse than the existing one. No need to tell how the sampler works(most likely a secret anyway if not based on some published paper)
And yes Blender does chance a lot. But that's also a good thing. You get new features quite fast, same for bug fixes and so on. There are some bugs that wen't for several releases on commercial software and not even to date aren't fixed. The fact that you pay for a license doesn't mean they will listen to your desire. There are 1000 people out there and each have their own desire. Who to listen to anyway?
