Their website does say that you can pay per image at $1 per image. I am in the opposite boat though. I could see this having a very significant effect on photogrammetry but I would need to process a few thousand images at a time which would not be very feasible with their current pricing model
To the developers. A very promising piece of software for a VFX supervisor like me. BUT, please reconsider your pricing tiers and introduce a per-image price. We are a pretty large facility, but I can only imagine needing about 1-10 images a month at the very most. It's like HDRI's - we buy them all the time, one at a time. They need to be individually billed so a producer can charge them against a particular job.
In this Blender tutorial jayanam shows the new Realtime Rendering Engine called Eevee, which is currently under development and can be downloaded from the Blender daily build section called Bleeding Edge.
For demonstration of the Metallic Material Output node for the Physically Based Rendering (PBR) capabilities of Eevee he uses a Ferrari tire model made by Maxence Leret d’Aubigny that is available on his Sketchfab account. The tire has 5 submodels with textures for basecolor, metallic, roughness, normal and ambient occlusion maps.
The author switches from Blender Render Engine to the Eevee Engine and opens a Node Editor in which he adds the Metallic Material Output node, the Image Texture nodes for the appropriate textures and a Texture Coordinates node for the uv-mapping of the unwrapped model.
After assigning the textures to the nodes, the realtime rendering can be seen in the Blender’s viewport.
Then he also demonstrates how the light affects the model’s appearance directly when he moves around a pointlight in the viewport. Eevee has at the current development stage a couple of post-processing effects implemented, jayanam shows the Bloom effect with different intensities and positions of the point light.
The author has the opinion that the development of the Eevee Realtime Rendering Engine is a big step into the right direction Blender did, with supporting physically based reddering standards and high-end graphics with a responsive realtime rendering in the viewport.