Goldorak wrote:
We are actively hiring more staff and devs to support Jim in the coming weeks. He has made amazing progress on work to the core engine, which we are currently integrating experimentally into Blender, Max and Maya v3 plugins, then looking to share with all Plugins devs once it is out of testing.
I really didn't want to get involved in this debate.
I no longer ask for features as well. Just reporting bugs when I see one. if it gets noticed it's being handled in next version. If we're not lucky bug lives on with us.
I adore what karba did and Jimstar did. I hail them both
people and myself asked so many times from Otoy hire more people for max development. Even some other staff or assistant to help help devs to track the wishes or feature demands.
If two or more main developers cant work together on same plugin its not my problem. I asked for years for the support of maxscript. Jimstar thankfully did that but after how many years from that. I do not remember. it's that old.
I'm not in position to judge or demand refund or make threats that I would leave to use octane with my mere just two licences. That is silly.
I gave around say, $200-300 for licenses and earned lots more using octane. And its not the case.
Octane has a perfect nice thing going on from start, as for max it just stopped its pace.
Simply because Otoy aimed to market octane to all softwares. Made some people happy but just to be fair they just ruined it.
Now it all depends on the plugin dev to improve the plugins if they want to do it, if they can do it and if the standalone core accepts that feature and if the plugin software API lets them.
I just envy my dearest renderer engine can't update so often. Like vray does in every 0.1 version updates.
It's just sad to see octane, even with it's fantastic speed it will loose to the competitors due to lack of feature support in plugins..
And I'm sure we will not be able to see words like Faster volume rendering, Faster render with forest pack pro, full support for railclone, decent displacement, decent mutlitexture maps, Stochastic Flakes, new version render most scenes upto X-Y% faster, Triplanar Mapping, working Ray Traced Rounded Corners, Proxy objects with hair and particles, different or newer sampler choices, more noise detection and elimination.
These words are just some words we hear from other renderers when it comes to years of Octane development.
And more importantly very limited native 3dsmax support. I can see that C4D is more flexible when it comes to plugin adaptation. At the end of the day all ties up with the standalone core.
It's nice to learn that you're hiring more staff for Jim. A bit too late but good news after all.
I sincerely wish Octane speed up its pace.
Best,