Impressive realistic real-time render in Unreal Engine 4
It is impressive. Think of what you might do if the baking and lighting were handled by Octane on the fly 

- Rikk The Gaijin
- Posts: 1528
- Joined: Tue Sep 20, 2011 2:28 pm
- Location: Japan
I'm actually interested in that. The videos you guys posted on youtube were way too short, I can't really tell what's going on there, between Octane and UE4... I mean, UE4 is a game engine, so I'm missing why do you need Octane for it? Or it wasn't Octane but it was Brigade?Goldorak wrote:It is impressive. Think of what you might do if the baking and lighting were handled by Octane on the fly
Can you clarify that, and what's the idea behind the integration?
Thank you.
We've been working on dual Octane and Brigade integration in UE4. When you want baked GI in UE4, the idea is that Octane could be used in place of the built in UE4 system. When you want real time lightprobes for dynamic reflections, you could use OR or Brigade, or just use Brigade or Octane viewports directly and composite with the UE deferred shading system.Rikk The Gaijin wrote:I'm actually interested in that. The videos you guys posted on youtube were way too short, I can't really tell what's going on there, between Octane and UE4... I mean, UE4 is a game engine, so I'm missing why do you need Octane for it? Or it wasn't Octane but it was Brigade?Goldorak wrote:It is impressive. Think of what you might do if the baking and lighting were handled by Octane on the fly
Can you clarify that, and what's the idea behind the integration?
Thank you.
Also, you can take an ORBX file and load it in UE4 for rasterized walkthroughs like in that video, or the swedish apt. demo one of our users did from Octane->UE4.
Similarly, UE4->ORBX exporting could have lots of uses, above and beyond having UE4 games and logic drive OR and Brigade interactive rendering.
There's more going on behind the scenes with the integration for UE4/DMM than with earlier plug-ins. Some of this will become clearer in 2.1+ with the introduction of several powerful new node types.
- Rikk The Gaijin
- Posts: 1528
- Joined: Tue Sep 20, 2011 2:28 pm
- Location: Japan
Thank you, I'm excited to see more! 

- Seekerfinder
- Posts: 1600
- Joined: Tue Jan 04, 2011 11:34 am
Yes! So much potential when UE meets Octane. Game changer...Goldorak wrote: We've been working on dual Octane and Brigade integration in UE4. When you want baked GI in UE4, the idea is that Octane could be used in place of the built in UE4 system. When you want real time lightprobes for dynamic reflections, you could use OR or Brigade, or just use Brigade or Octane viewports directly and composite with the UE deferred shading system.
Also, you can take an ORBX file and load it in UE4 for rasterized walkthroughs like in that video, or the swedish apt. demo one of our users did from Octane->UE4.
Similarly, UE4->ORBX exporting could have lots of uses, above and beyond having UE4 games and logic drive OR and Brigade interactive rendering.
There's more going on behind the scenes with the integration for UE4/DMM than with earlier plug-ins. Some of this will become clearer in 2.1+ with the introduction of several powerful new node types.
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