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.
Ruslan Nazirov, a 24-year-old developer with solid experience in programming, shared a nice tip for UE4 users, who are trying to deal with tesselation problems.
This tip might be useful for those people, who tries to achieve the best possible quality of their in-engine static renders. Big values of tesselation multiplier are not suitable for real-time games at this moment and I recommend to use parallax occlusion mapping instead.
Default tessellation multiplier in UE4 locked to the value of 15, which mean that by default tessellation quality is limited. You can change this behavior by modifying shader code.
Just do the following.
Open: Epic Games\UE_4.X\Engine\Shaders\PNTriangles.usf
Find and change [maxtessfactor(15)] to [maxtessfactor(50)]
and CompositeTessellationFactors = clamp( CompositeTessellationFactors, 1, 15 ); to CompositeTessellationFactors = clamp( CompositeTessellationFactors, 1, 50 );
Optionally do the same for Epic Games\UE_4.X\Engine\Shaders\FlatTessellation.usf if you’re using flat tesselation instead of PN Triangles.
Keep in mind, that it will require recompiling all shaders after the first launch, so be patient. Also, you need to do this trick each time when you’re updating your engine to the new version.
And here’s the comparison:
Tessellation multiplier = 15
Tessellation multiplier = 50