Octane 3 Demo Online
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YOKO Studio | win 10 64 | i7 5930K GTX 3090 | 3dsmax 2022.3 |
I would buy this in a heartbeat. The reason we quit using E-on Ozone 6 it is too slow but created great results.Rikk The Gaijin wrote:I know this is a different technology, but have you guys considered something like this?
http://www.guerrilla-games.com/publications.html
To me it looks pretty great, and it runs in real-time on a PS4...
I hope octane will come up with something like this where atmospherics do not take too much time to render. Like in Unreal Engine 4 they run in real time of one card. I don't even care if they are not 100% accurate or cast shadows as long as it is fast.
I am just hoping all the features we will have like fog, haze will not impact render time like 3ds max default fog does not.
I think atmospherics and daylight is a must for all modern renderers like GI, SSS, etc
- Rikk The Gaijin
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- Location: Japan
I totally agree.coilbook wrote:I would buy this in a heartbeat. The reason we quit using E-on Ozone 6 it is too slow but created great results.
I hope octane will come up with something like this where atmospherics do not take too much time to render. Like in Unreal Engine 4 they run in real time of one card. I don't even care if they are not 100% accurate or cast shadows as long as it is fast.
I am just hoping all the features we will have like fog, haze will not impact render time like 3ds max default fog does not.
I think atmospherics and daylight is a must for all modern renderers like GI, SSS, etc
A lot can be learn from modern real-time games, as they use clever techniques to visualize effects that would require a lot of calculation time if done "properly", but the end result is still very good.
Beside, in CG there is no such thing as "100% accurate", since everything is an approximation. Reality is way more complex than any render can do, so just make it good enough, and FAST.

Does anyone know when octane 3.0 will be released? Will this happen this year, for real?
I need to buy a new mac workstation and only will buy a new macpro, if the AMD gpus will be supported, soon.
Otherwise I´ll go for a hackintosh, probably.
I need to buy a new mac workstation and only will buy a new macpro, if the AMD gpus will be supported, soon.
Otherwise I´ll go for a hackintosh, probably.
- Rikk The Gaijin
- Posts: 1528
- Joined: Tue Sep 20, 2011 2:28 pm
- Location: Japan
I would expect it to be release around the end of the year, but who knows. They are already late with the private Beta, it was supposed to start in summer, but it's almost September and they haven't implemented all the new features promised in the Press Release yet, so it might take a while.ChrisCore wrote:Does anyone know when octane 3.0 will be released? Will this happen this year, for real?
I need to buy a new mac workstation and only will buy a new macpro, if the AMD gpus will be supported, soon.
Otherwise I´ll go for a hackintosh, probably.
This is just my wild guess, I have no clue what the development status is, so bear with me.

We are targeting a 3.0 release this year if we don't run into any surprises. The web demo on the home page is 2 versions behind already.Rikk The Gaijin wrote:I would expect it to be release around the end of the year, but who knows. They are already late with the private Beta, it was supposed to start in summer, but it's almost September and they haven't implemented all the new features promised in the Press Release yet, so it might take a while.ChrisCore wrote:Does anyone know when octane 3.0 will be released? Will this happen this year, for real?
I need to buy a new mac workstation and only will buy a new macpro, if the AMD gpus will be supported, soon.
Otherwise I´ll go for a hackintosh, probably.
This is just my wild guess, I have no clue what the development status is, so bear with me.
There has been a huge amount of work done behind the scenes to the core of the engine, not really visible in the demo, in order to get OpenCL and OpenSL support implemented. Almost a complete rewrite of the engine was done, and that is what you have in the V3 build online now. It is working faster than v2 with these changes, which is a nice upside. Baking is in progress, as are plug-ins for UE4 and other engines that can use this feature directly.
- Rikk The Gaijin
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- Location: Japan
Any words on Brigade? I was hoping to hear some news at SIGGRAPH, but there was nothing.
The Brigade team is heads down working on ORBX scene loading and OSL compiler (which is also being adapted for Octane 3). At that point we expect to be able to have pretty good scene parity in both engines. We then plan to launch Brigade as wider service, and as an add to the on to ORC. It will support real time dynamic ORBX scene playback with path tracing, and run potentially on N-number of GPUs, just like Octane rendering on ORC does for offline use cases.Rikk The Gaijin wrote:Any words on Brigade? I was hoping to hear some news at SIGGRAPH, but there was nothing.
UE4 baking will be another option for real time playback in Octane 3, as will light fields (both need a pre-computation step, which Brigade does not). Mixing all of these will be possible too in future builds of the ORBX media player.
- Rikk The Gaijin
- Posts: 1528
- Joined: Tue Sep 20, 2011 2:28 pm
- Location: Japan
So it sounds like Brigade has completely abandoned the original idea of being a Game Engine, and it has shifted of being a cloud-powered real-time viewer. That's quite sad.Goldorak wrote: The Brigade team is heads down working on ORBX scene loading and OSL compiler (which is also being adapted for Octane 3). At that point we expect to be able to have pretty good scene parity in both engines. We then plan to launch Brigade as wider service, and as an add to the on to ORC. It will support real time dynamic ORBX scene playback with path tracing, and run potentially on N-number of GPUs, just like Octane rendering on ORC does for offline use cases.
UE4 baking will be another option for real time playback in Octane 3, as will light fields (both need a pre-computation step, which Brigade does not). Mixing all of these will be possible too in future builds of the ORBX media player.

The Brigade team is heads down working on ORBX scene loading and OSL compiler (which is also being adapted for Octane 3). At that point we expect to be able to have pretty good scene parity in both engines. We then plan to launch Brigade as wider service, and as an add to the on to ORC. It will support real time dynamic ORBX scene playback with path tracing, and run potentially on N-number of GPUs, just like Octane rendering on ORC does for offline use cases.
UE4 baking will be another option for real time playback in Octane 3, as will light fields (both need a pre-computation step, which Brigade does not). Mixing all of these will be possible too in future builds of the ORBX media player.[/quote]
Any planes to have Brigade as a renderer for 3ds max like Octane. I will buy it right away. If Brigade can render at 30 frames per second with polygon limit of 10 millions like Unreal Engine 4 and have cloud system (atmospherics and clouds) I would buy it for all my PCs.
UE4 baking will be another option for real time playback in Octane 3, as will light fields (both need a pre-computation step, which Brigade does not). Mixing all of these will be possible too in future builds of the ORBX media player.[/quote]
Any planes to have Brigade as a renderer for 3ds max like Octane. I will buy it right away. If Brigade can render at 30 frames per second with polygon limit of 10 millions like Unreal Engine 4 and have cloud system (atmospherics and clouds) I would buy it for all my PCs.