Hello Iceman
I've working with Virtual Production for more than 20 years, we implemented OctaneRender in 2014 and since that OctaneRender has always been ahead of the market in every key aspect.
1-Baking Camera allowed us to integrate a GroundTruth Unbiased Render workflow that were not possible in UE4 at that time. (see attached images). Using OctaneRender and UE4 gave us the recognition by the industry and that's why we are one of the companies that appear in the Unreal Engine Virtual Production Hub.
2-With this approach we could Previs in UE4 with almost the same quality and colors and then we could render the final footage with an Unbiased Render production engine like Octane all with Pases.
3-With Octane Render we could render bakes using MultiGPU HPC Servers in a fraction of the time needed using CPU Lightmass and even using SWARM at also a fraction of cost.
4-ORBX allowed us the flexibility we needed to mix almost every kind of DCC 3D tools and integrate them with render engines such as Unity and Unreal Engine.
5-Brigade has been always the holy grail for us, since we work mainly in Virtual Production, but we can understand there are many 3rd party hardware and software that Brigade depends on, and if those 3rd party technolgies are delayed, thus will be delayed Brigade. But as far as i know, parts of brigade are already available in OctaneRender software and that's why it's so fast and interactive. We are POC for Omniverse and i had we are already integrating Omniverse in all our workflow https://blogs.nvidia.com/blog/2022/02/1 ... roduction/, we have tested Omniverse Real Time PathTrace we high end HPC (high performance computers) and i can tell you that UE4 Real Time PathTrace it's not usable in Virtual Production for Broadcast, Film or Fiction Series, cause it's not scalable, you can only use one GPU, and the complexity of the virtual set is limited to just one GPU, (yes you can use nplay, but the complexity of the system makes it unusable) and the quality is far for the one needed in Production. Blender and many other engines are also not usable in Virtual Production because different things. I think Brigade is still the right approach and we can't wait to get hands on.
6-Jules Urbach promised RNDR and it's working, we could reach deadlines in a blockbuster feature film of fictions series thanks to RNDR. RNDR has been adopted by Maxon and Autodesk, so it is recognized by the industry.
7-OctaneRender is a full featured Unbiased render engine that was among the very first in using GPUs, and has been always introduced state of the art features. You have to compare to other Unbiased Render engines. Still Arnold is not fully compatible with GPU render.
8-OctaneRender is reliable and with a very good support. We are very happy on this side.
9-We are very excited with the OTOY roadmap, it is the right way and many other render engines are implementing what OTOY implemented years ago, and we fully endorse it.
10-I have no relation with OTOY, only i want to share my experience. I've been more than 30 years working in the VFX industry, and as CTO of my company i have the mission of test all the technologies that ara available out there, and i have to say that OctaneRender/RNDR one of our best tools in our workflow.
Thanks for creating great software