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We are proud to announce the first public unveiling of Octane 4.
The Octane 4 introductory video below will give you a tour of what's new (and what's coming) in this major update.
Octane 4 has been in development for some time now, and we would like to take the opportunity to bring you an experimental release of it as a preview. If you have a V3 license, you will be able to try this build. All features of 3.08 are included, such as Toon Shading, OSL Texture Nodes, new BRDF models, anisotropic reflections, metal material and more.
New Features of V4
With the introduction of AI Light in Octane, you will see a great improvement in light sampling, especially in scenes that have many lights with localised distributions. As a learning system, AI Light improves as you render more samples. When used with Adaptive Sampling, AI Light gets even better, since it will learn that other lights become more important, as some pixels are no longer sampled.
AI Scene in Octane brings you much faster scene loading times, and a dramatic improvement in viewport interactivity. You are able to position and modify geometry in real time, even in scenes with several millions of triangles. Vertex animation with constant topology is updated in real time in complex scenes, as you move the time slider. Using the gizmos in the viewport on massive scenes is also in real time.
The much anticipated Spectral AI Denoiser allows you to render noise-free in a fraction of the time. You will find the settings to enable it in the Camera Imager settings.
Out of core geometry
Octane now supports out of core geometry, allowing you to use a significant portion of your system memory for geometry data. Multiple GPUs are also supported with out of core geometry.
In your preferences, you will see four sliders under Out-of-core. System RAM usage limit allows you to limit how much system memory Octane will use for out of core geometry and textures. Geometry data GPU RAM usage limit allows you to specify a limit on how much GPU VRAM you want to use for geometry, and underneath, you can set the same for textures. This allows you to balance the level to which textures relative to geometry are evicted from VRAM.