Re: GPU based RT Vray - for Rhino too?
We need to finish adding a few additional important pieces to our product before we can say that we're done. Joe's currently working on getting DR to work with our new core. I'm currently working on adding the rest of the materials in (right now we only have the layered brdf turned on). Justin is currently working on reading our old scenes, materials, and render options. So we're not quite done yet, but it is getting closer day by day.
The big question mark floating above our heads, that really keeps us from estimating a solid release date, is testing. We don't know how long it's going to take to find, and then iron out bugs. I'm sure there will probably be a few that we'll miss, just like any other piece of software, but we really would like to keep it to a minimum. I'm sure you all agree with me here. We're at a good point where users can really start testing out our product (it's kind of hard to test things when not everything is in place). So we'll see how it goes through that process.
So that's what's involved with finishing step 1. Then once we're done with our new core, we will be able to port it to other host applications, first on the list of course is Rhino, so we have our original plugins all up to date. With any luck it will be a fairly painless process. After that we can start adding new features, plugins, UI, and whatever else (colors, sound effects, help files, documentation, scriptability, easy button, magic, etc).
If you really want to know how far along we are with our current product, just keep an eye on our Developer Blog, or sign up to be one of our testers. If we choose you as a tester, you will receive links to download our latest build for SketchUp. The UI is pretty much going to be identical in any host app we move to, as well as performance and quality (it's all V-Ray baby!), so it should give you a good sense of how far along we are.
We need to finish adding a few additional important pieces to our product before we can say that we're done. Joe's currently working on getting DR to work with our new core. I'm currently working on adding the rest of the materials in (right now we only have the layered brdf turned on). Justin is currently working on reading our old scenes, materials, and render options. So we're not quite done yet, but it is getting closer day by day.
The big question mark floating above our heads, that really keeps us from estimating a solid release date, is testing. We don't know how long it's going to take to find, and then iron out bugs. I'm sure there will probably be a few that we'll miss, just like any other piece of software, but we really would like to keep it to a minimum. I'm sure you all agree with me here. We're at a good point where users can really start testing out our product (it's kind of hard to test things when not everything is in place). So we'll see how it goes through that process.
So that's what's involved with finishing step 1. Then once we're done with our new core, we will be able to port it to other host applications, first on the list of course is Rhino, so we have our original plugins all up to date. With any luck it will be a fairly painless process. After that we can start adding new features, plugins, UI, and whatever else (colors, sound effects, help files, documentation, scriptability, easy button, magic, etc).
If you really want to know how far along we are with our current product, just keep an eye on our Developer Blog, or sign up to be one of our testers. If we choose you as a tester, you will receive links to download our latest build for SketchUp. The UI is pretty much going to be identical in any host app we move to, as well as performance and quality (it's all V-Ray baby!), so it should give you a good sense of how far along we are.
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