Why not have two Pricing models, indie and commercial?

I was really looking forward to using V-Ray with Unreal, but the pricing is kind of bananas. :o

Why beat up the little guys, why not instead pass the bulk of the pricing onto large commercial operations that get the lions share of the market? Many software companies have been going indie/commercial pricing models for a while, seems to work out great for most of them.

Tons of indie artists that are interested, look at that V-Ray for Unreal pricing and are just opting out altogether, I guess indie artists are probably not your focus or on your radar at all but I hope you guys might consider at least looking into it.

V-Ray is my preferred renderer, always has been, because I know it will always improve… can you blame me for at least trying to keep it in my current and new workflows. :smile:

Also, why not app agnostic if you ever restructure pricing? I know it might be a dead horse, but if one never says anything at all, you yourself annihilate possibilities and potentialities.

Why not work towards making V-Ray the ONLY choice for both commercial and indie customers? :mrgreen:

p.s. Dearest indie V-Ray users, I tried. :lol:

you have my vote :slight_smile:

Since unreal itself has that pricing model in a way, it would make sense.

across all versions would be good..any give a few render nodes included with the main license.

well.. I agree with the Demo and Watermark.. even if I have a full license.. I think it’s nearly impossible to run all your tests in just 30 days… it takes you much longer.. also considering that many people can’t work on it every day full time and start doing something besides their full time job.
And even if you have it at work.. you need to find time for testing besides the production work. so for everyone out there who can’t afford to rent and paying all of it.. for max, maya, sketchup, what ever.. plus the new Unreal that is still very much in developing.. please let Vlado and the team know that Vray for Unreal would proceed much faster if people get a chance to run tests with watermarks…

feeling kinda alone here in this forum, which shows that not many people got a real chance to pick it up…

I had trial but didn’t have much time, just as you said. Now the update is out and I can’t test it anymore…

Thank you all for your feedback! We really appreciate your honest opinions! We are looking for ways to improve the experience our users get and I can promise you we will take your feedback into consideration.

Best regards,
Simeon

I feel one of the reasons I picked Corona so quickly (and have tried and failed at pick up many other software) is because of their long trial period and because they let you use the trial on commercial work. Other software that have given me 7 day trials are laughable…typically, I don’t even get a chance to install the program in one week, let alone try to learn it on projects that are ‘just for fun’. (also their pricing is not too bad!!) I recently started learning Houdini and feel nice and secure knowing that I can relax and learn the software when I get free time, rather than having to cram then decide whether or not to dish out a pile of cash after a 30 day crash course.

As far as pricing, I really like how a lot of the newer companies have lower indie/under $100K license prices…and offering affordable subscriptions.

Autodesk just joined this by offering 3ds Max at $20/month for under $100K indies.

I would much rather continue using V-Ray for everything, so I think this is interesting news for everyone to look over.

Octane just announced a “Free Tier” for Octane for Unreal, with certain hardware limitations: Octane 2019 For Unreal Engine: First Public Beta + Free tier - OTOY Forums

Universal license and indie pricing, lets do this…(please) :wink:

Where did you hear this at? I cant find any mention of it…

Nevermind…I finally found it. Had to do a lot of digging though---------> https://area.autodesk.com/3ds-max-indie/?fbclid=IwAR1DG\_\_Mv5BzKGJeTCxI8Q5\_FbrftS\_BgewQ1Bb95AvbwrYMrYmTT9TWoMQ