On 04/08/16 14:45, Artur W wrote:
   If it's up to me I go redshift, although I am still waiting for custom AOVs

I agree depending on the type of project, though I'm glad they are still making strides as it's definitely still an excellent renderer, but why wait for custom AOVs to get Redshift ? ;)

On 04/08/16 14:45, Artur W wrote:
I use Octane through C4D, which... oh my god. 
It's just a legacy project so this is why Octane.

If it's up to me I go redshift, although I am still waiting for custom AOVs

2016-04-08 20:02 GMT+02:00 Jason S <jasonsta...@gmail.com>:
Don't know if you got the latest build (or if it's even out yet)

But they (or Stephan) are ongoingly fixing/improving a bunch of things,

Now supports sub (&sub-sub) compounds & shaderballs,  with -tons- of shaders/nodes that have been added,
https://vimeo.com/158947144

And also seemingly just very-recently got way snappier for translating geo and preprocessing.
https://vimeo.com/161311690




On 04/08/16 12:39, Artur W wrote:
.. like I am trying to render previs and it has material overrides, but still generates materials with displacement that are overridden.
So, render part is like 5 sec but frame takes 30 sec.
and then suddenly stops rendering altogether...

just doing it now....

2016-04-08 17:02 GMT+02:00 Artur W <artur.w...@gmail.com>:
They better fix all the shit that is still there since version 1.
Redshift in alpha is more production ready than Octane v2.

Artur

2016-04-08 16:57 GMT+02:00 Cristobal Infante <cgc...@gmail.com>:
Wouldn't brigade be a better solution? Not sure exactly how it works, but it seems the octane shaders would transfer. 


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