Only in cloud there is firepower that is reguired. Imagine your GPU to be a x-wing from Star Wars. Cloud rendering is the Death Star.manalokos wrote:Great! But...
Why is there a need to limit stuff to the cloud only?
Octane to Brigade
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- ristoraven

- Posts: 390
- Joined: Wed Jan 08, 2014 5:47 am
- Tutor

- Posts: 531
- Joined: Tue Nov 20, 2012 2:57 pm
- Location: Suburb of Birmingham, AL - Home of the Birmingham Civil Rights Institute
The clouds may come and the clouds may go. So, I enjoy keeping my personal Death Star close to Tera Firma and always within my reach, especially for those times when there're no clouds or the clouds are packed with virulent pollutants, ladened with obligatory cautions of "Caveat Emptor."ristoraven wrote:... . Only in cloud there is firepower that is reguired. Imagine your GPU to be a x-wing from Star Wars. Cloud rendering is the Death Star.
Because I have 180+ GPU processers in 16 tweaked/multiOS systems - Character limit prevents detailed stats.
- ristoraven

- Posts: 390
- Joined: Wed Jan 08, 2014 5:47 am
Tutor,
I understand that aspect too.
What I am thinking is, that if UE4 and Unity will soon have Octanes baked stuff, whats the point for Brigade? I mean, if I can create an animated scene now in Lightwave with TurbulenceFD volumetrics and particles, pack the whole thing as .orbx, then send it to UE4 and bake everything, add sound emitters, compile the scene and.. that´s aboudit.. Where does the Brigade fit into?
I understand that aspect too.
What I am thinking is, that if UE4 and Unity will soon have Octanes baked stuff, whats the point for Brigade? I mean, if I can create an animated scene now in Lightwave with TurbulenceFD volumetrics and particles, pack the whole thing as .orbx, then send it to UE4 and bake everything, add sound emitters, compile the scene and.. that´s aboudit.. Where does the Brigade fit into?
Brigade solves a key problem that baking, by definition, cannot: what happens when the scene must change in real time from user input (e.g. moving furniture, destructible objects) or has to be dynamic (cars driving around the street)?ristoraven wrote:Tutor,
I understand that aspect too.
What I am thinking is, that if UE4 and Unity will soon have Octanes baked stuff, whats the point for Brigade? I mean, if I can create an animated scene now in Lightwave with TurbulenceFD volumetrics and particles, pack the whole thing as .orbx, then send it to UE4 and bake everything, add sound emitters, compile the scene and.. that´s aboudit.. Where does the Brigade fit into?
But yes, for environments, walkthroughs and lightly animated scenes, Octane 3 baking and lightfields will give you amazing results that can be pre-computed and played back even on mobile. We are also adding sound/navigation/menu authoring tools with media and script nodes in v3, so you don't have to depend on UE4/Unity just to publish simple navigable Octane scenes for web/VR/AR.
- ristoraven

- Posts: 390
- Joined: Wed Jan 08, 2014 5:47 am
Ah, okay. I get it.
I can do preanimated stuff only, bake and compile them with UE4, but if I wan´t the scene to be interactive (player can kick or pick up stuff), that's what I can´t (obviously) do without Brigade.
So, without Brigade, only preanimated VR experiences without interaction.
All clear.
I can do preanimated stuff only, bake and compile them with UE4, but if I wan´t the scene to be interactive (player can kick or pick up stuff), that's what I can´t (obviously) do without Brigade.
So, without Brigade, only preanimated VR experiences without interaction.
All clear.
