Hey all,
Are there any news regarding development? Can we expect another dev build anytime soon? Were there unexpected issues?
I can't wait to test 2022 and Brigade in the software I actually use every day, really looking forward to the commercial and plugin releases.
OctaneRender® 2022.1 XB 0
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NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
After launching new Brigade demo version an error pops in.
CPU – i9 13900KF, 128GB RAM, GPU – RTX 4090
System – Windows 11
My Behance portfolio, Blender plugin FB support group
System – Windows 11
My Behance portfolio, Blender plugin FB support group
- Rikk The Gaijin
- Posts: 1528
- Joined: Tue Sep 20, 2011 2:28 pm
- Location: Japan
No updates since last November. What is going on?
Brigade demo should be updated with fixed driver support. We are working on getting brigade integration into 2022.1 RC1 - there will be an XB1/2 and maybe 3 before then. To see how it is coming along, check out the GTC talk I gave last week (should be on YouTube soon).
- Rikk The Gaijin
- Posts: 1528
- Joined: Tue Sep 20, 2011 2:28 pm
- Location: Japan
There are videos on YT dating back to 2012 showing off Brigade running on (supposedly) GTX Titan cards, back when Icelaglace and Sam Lapere were still at OTOY.Goldorak wrote:Brigade demo should be updated with fixed driver support. We are working on getting brigade integration into 2022.1 RC1 - there will be an XB1/2 and maybe 3 before then. To see how it is coming along, check out the GTC talk I gave last week (should be on YouTube soon).
10 years later, and Brigade still isn't shipped. Meanwhile, Blender, Unreal Engine, Unity, and many other game engines have real-time RayTracing Support.
I feel Brigade missed the train. By the time it (hopefully) releases, it might be obsolete.
Yeah... right on point.Rikk The Gaijin wrote:There are videos on YT dating back to 2012 showing off Brigade running on (supposedly) GTX Titan cards, back when Icelaglace and Sam Lapere were still at OTOY.Goldorak wrote:Brigade demo should be updated with fixed driver support. We are working on getting brigade integration into 2022.1 RC1 - there will be an XB1/2 and maybe 3 before then. To see how it is coming along, check out the GTC talk I gave last week (should be on YouTube soon).
10 years later, and Brigade still isn't shipped. Meanwhile, Blender, Unreal Engine, Unity, and many other game engines have real-time RayTracing Support.
I feel Brigade missed the train. By the time it (hopefully) releases, it might be obsolete.
What really makes me wait for Brigade is its integration inside every host application - which is really great.
Otherwise would be working on Unreal Engine 5 already - which is free.
C4D 2025.1.1 Octane 2025.2.1 v1.5.1, <<2 X 3090 + NVlink>>, Windows 10, X399, AMD TR 1950X, 128 GB RAM, NVIDIA SD 552.22
https://www.behance.net/PaperArchitect
https://www.behance.net/PaperArchitect
Octane is currently a very good product. But over the last few years my reactions to Jules' hype-videos have faded with the following pattern:Rikk The Gaijin wrote:There are videos on YT dating back to 2012 showing off Brigade running on (supposedly) GTX Titan cards, back when Icelaglace and Sam Lapere were still at OTOY.
10 years later, and Brigade still isn't shipped. Meanwhile, Blender, Unreal Engine, Unity, and many other game engines have real-time RayTracing Support.
I feel Brigade missed the train. By the time it (hopefully) releases, it might be obsolete.
Phase 1: relished shared hype. I'm all in!
Phase 2: Very interested, with questions
Phase 3: Getting a bit skeptical
Phase 4: Jaded, but curious
Phase 5: I don't watch Urbach's videos anymore. Don't care what he says. Pay zero regard to his spoken or written word. His words are hollow and untrustworthy.
Almost all the extra bundled software extras in the last release are late, or completely undelivered. 2022 dev seems completely stalled.
I've been w/Otoy for 10 years, but I don't trust in this company anymore. I hope they can earn that trust back.
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
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
- Attachments
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- shinningtest - Unreal Editor 2020-04-12 23-47-45.mp4
- UE4 testing with Baked Renders on single 16K texture
- (35.22 MiB) Downloaded 2705 times