Deadlines have blown to months, and that fact that every new feature the 3ds Max plugin got seemed to break another, are just two examples of issues that became something we had to get used to. Rumor told that he has left the Octane team, and since that very moment many users experienced that the Octane development started to fall behind. He was very dedicated and the community loved the work he did.īut he suddenly disappeared from the forums, stopped replying and no one knew where he went. He is responsible for many of the most important features in Octane like displacement, bloom/glare, volumetric light/fog, BRDF model, QMC sampling and several others, and he was also responsible for the 3ds Max plugin. To make a long story short, Octane had a developer named Andrey Kozlov, alias ‘Karba’. Even though I am confident that none of the sources are false, there could eventually be revealed new facts that changes things. Note : The two following stories are written based on my view of things and what I’ve understood from reading the sources I’ve linked below. It seems that this combo has much more in common looking at things behind the scenes as Johannes kindly tells us in this 2nd article in his series as he puts both render engines face-to-face in terms of why you would want to pick one of them and the legal battle that seems to be going in between as well. Octane and FStorm are both aimed at GPU only rendering and pair up naturally. It’s silly really, as the only real reason to choose one over the other is how it fits with your style / pipeline / project / maybe a state of mind too (or age). Maxwell Render and Fryrender were in the past. Render engines have tendencies to pair up and wage “war” through the users mostly.
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