After a successful launch and great feedback from the community and customers last year we have been receiving a few questions about U-RENDER.
We want to take some time to explain what prompted us to develop U-RENDER.
A bit of Backstory
So we took it even a step back further. Before starting the animation studio our CTO had been developing industrial grade software for more than 15 years. So we were contemplating the idea to develop a real-time renderer that smoothly integrates with the host application - eliminated the need to establish a overly complex pipeline. We started to define the basic concept and conducted a feasibility study with an Austrian university. The following years we transformed our animation studio into a software development company.
Start of Development
When we started developing U-RENDER in 2015⁄2016 we decided to build it on the industry standard programming interface OpenGL. New APIs like Vulkan and Metal did not exist or were in their infancy back then. OpenGL was mature, well supported across all major platforms like Windows, MacOS and Linux and used extensively throughout the industry. So we decided to go down the same route as well.
We finally launched the public beta in August 2018 after we had gone through our private alpha in late 2017. From there we had launched into our Early Access in 2019 and now have left that as well. Here we are in early 2020, with U-RENDER being the fastest renderer available for Cinema 4D.
To accelerate development, our next step is to further grow our team of developers. We are looking at a very different landscape than when we first started out. Our goal remains the same: To disrupt the idea of what rendering means.
Continue with our Roadmap for 2020.