OctaneRender for Blender plugin product dev wanted
also looking forward for an official blender plugin and willing to pay for it if necessary! When I bought octane, I saw the blender logo among the supported programs list... I hope they won't let us down!
win7 64, i5 750, 16gb ram, geforce 570gtx 2,5gb
- liquid orange
- Posts: 54
- Joined: Sat Dec 11, 2010 11:43 pm
I would also pay. Please keep supporting Blender. Many many Octane Users are Blender Users too.
Hardware: Nvidia GTS 450, core 2 quad q6600, 8 GB Ram
Software: Win 7 64, Blender 2.65, OctaneV1.0 RC3
Software: Win 7 64, Blender 2.65, OctaneV1.0 RC3
- theCreativeMind
- Posts: 39
- Joined: Wed Aug 25, 2010 12:36 pm
- Location: Germany
- Contact:
Is there any news about the blender plugin development? Will it happen? Would be good to know!
Thanks for your great product!
Thanks for your great product!
iMac 27" | OSX 10.8.2 | Nvidia GTX 680mx 2GB | Core [email protected] GHz | 32GB
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vis4arch.architecture.cad.design.illustration.3d.visualization.photo montage.animation
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vis4arch.architecture.cad.design.illustration.3d.visualization.photo montage.animation
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My personal opinion is that the integration into blender is not gonna happen.
Primarily because of Cycles, development of which is progressing way faster than Octane. Cycles is not an exact replacement for Octane, but even so it will (it does) move users away from it. Cycles already has some flexibility (render layers, a plethora of render passes, light sources invisible to camera...) that we will never have in Octane, integrated or otherwise. The next version coming in June or July will have SSS, volumetrics & motion blur, while we will be still waiting for the next bigger improvement in Octane (instances). Maybe for static (& "strict realism lighting") scenes like archviz, where composition flexibility is not that important, Octane could be the better option, but for film production I don't see it able to compete with Cycles.
So, will Otoy change their whole Octane licensing, only so that it could be integrated in an app where it will risk being ignored in favor of the native solution? Business logic says no. The radio silence on this topic also speaks for itself.
Octane feels like is meant for Blender users (affordable pricing for freelancers & small studios), but Cycles will most likely steal the show.
Primarily because of Cycles, development of which is progressing way faster than Octane. Cycles is not an exact replacement for Octane, but even so it will (it does) move users away from it. Cycles already has some flexibility (render layers, a plethora of render passes, light sources invisible to camera...) that we will never have in Octane, integrated or otherwise. The next version coming in June or July will have SSS, volumetrics & motion blur, while we will be still waiting for the next bigger improvement in Octane (instances). Maybe for static (& "strict realism lighting") scenes like archviz, where composition flexibility is not that important, Octane could be the better option, but for film production I don't see it able to compete with Cycles.
So, will Otoy change their whole Octane licensing, only so that it could be integrated in an app where it will risk being ignored in favor of the native solution? Business logic says no. The radio silence on this topic also speaks for itself.
Octane feels like is meant for Blender users (affordable pricing for freelancers & small studios), but Cycles will most likely steal the show.
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
cgmo.net
For my own, I mainly manage with very big scenes (currently without instances I am unfortunately too often way beyond my 3GB VRAM capacity) and I don't use the graph editor and material nodes in Octane (Too many materials: the screen would become overloaded and messy very fast) , and I find very fast to create my materials in the Node Inspector. I find it much more tedious in Blender/Cycles, and I 'd really like to render my animations in Octane.
I have to say also that cycles often crashes with scene that are supported by Octane !
I have to say also that cycles often crashes with scene that are supported by Octane !
French Blender user - CPU : intel Quad QX9650 at 3GHz - 8GB of RAM - Windows 7 Pro 64 bits. Display GPU : GeForce GTX 480 (2 Samsung 2443BW-1920x1600 monitors). External GPUs : two EVGA GTX 580 3GB in a Cubix GPU-Xpander Pro 2. NVidia Driver : 368.22.
I would love integration in Blender, and still hope that it will happen some day. Once the new instancing comes out and we can move objects and lights around in the scene (I believe these two go hand in hand), I think the integration wont be as big of a deal.
Intel quad core i5 @ 4.0 ghz | 8 gigs of Ram | Geforce GTX 470 - 1.25 gigs of Ram
Its not a problem of coding, it's a problem of licensing. Octane SDK is proprietary closed source, Blender is GPL. You cant integrate a closed source plugin in a GPL program.kavorka wrote:I would love integration in Blender, and still hope that it will happen some day. Once the new instancing comes out and we can move objects and lights around in the scene (I believe these two go hand in hand), I think the integration wont be as big of a deal.
There were people saying this could be still circumvented somehow (sorry, don't know much about this legal stuff) keeping the closed license of Octane, but the new owners of Octane don't seem much inclined to shed some light on to this questions.
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
cgmo.net