Quote from: ChrisC on May 16, 2011, 07:02:07 PM
I never said i liked Vue. When did i say this?
Well, if you ever did say that, so what...?
I think your answer has been pretty much answered already.
Vue and TG2 are very much alike, but their development followed completely different paths:
Vue's development initially focused on visual output style with lots of fancy lighting systems (not necessarily realistic or accurate to nature) and post-effects and a UI reasonably similar to common 3D packages (viewport, object-handlers etc.)
Further the exchangeability between Vue and other 3D-packages was established to ensure quick adoptation by (semi-)professionals.
In the mean-time they tried to stuff Vue with as much as shader-functions and gadgets as possible, without caring if it would actually work (in a stable way).
Their business-model allowed for a bigger development team by selling far more expensive products and letting people pay for updates which only contained fixes.
All in all, they didn't do it the cleanest way, but it absolutely worked out. They only have an unstable product (it still crashes a lot) which still isn't able to what it should really do: rendering vast landscapes.
TG2's development, like we all know, is a bit more easy going
First a base engine was created with the most basic functions/features and stability was a high priority.
The planet-wide displacement/rendering system is still unsurpassed/unbeatable by Vue, so is the cloud/atmosphere system which is more accurate/natural looking.
At this point Vue's catching up with TG2 and TG2 is sort of catching up with Vue, but I'm pretty sure Matt doesn't have the same intentions as E-on.
Like Martin said the last couple of updates contain straight rip-offs from TG2's features like the strata-filter and cloud-functions.
The simple proof of this lies in 1) exact same way of working 2) exact same visual output (strata) 3) most important, they even didn't care trying to think about different naming inside these functions, it's truly a shameless 1:1 copy from TG2.
With the upcoming new animation-module and other features TG2 will be more suitable for (semi-)professionals and we'll see how it goes from there.
There's a big difference between TG2 and Vue in daily life/use, but under the hood the same principles apply since it all works with polygons, displacements etc. etc.
One resorts to similar methods, only quality of implementation makes the difference.
TG2 lacks a macro-node system and the shader-viewport like in Vue to make development of similar materials very easy and fast. That's really the biggest difference in developing shaders/materials.
And I again, I really think you had yourself fooled with Dax' rich way of describing/presenting his products
I think I know just a handful of Vue users which have the knowledge and experience to succesfully apply his products into their work.