Go to Brigade video on this site. The part at night with 1000s of light sources.gabrielefx wrote:Because all Octane code comes from Abstrax he has to rebuild his software from scratch to achieve Fstorm performance.
Otoy says to Abstrax to stop his development because Lightfield technology is more important.
Octane kernels are now obsolete.
Let's try to build a night scene with 100 ies lights using the path tracing kernel...
Adaptive Rendering
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- fatrobotsneedlove
- Posts: 161
- Joined: Sun Sep 21, 2014 7:06 am
It does sometimes feel like Octane is a little too focused on where it's going rather than where it is.
All the VR rendering is really cool, but I don't know a single person that owns a VR headset other than myself. I doubt any normal person I know will buy one for something like 3 years, maybe longer. There's no question in my mind that VR is going to be a huge part of life in 10 years, but it's going to be pretty irrelevant for the day to day rendering of 99% of Octane users for the foreseeable future.
Meanwhile, Octane is basically unusable for interior animations or with small lights. Getting maps out of something like Substance Painter or 3DCoat is an enormous headache. UDIM files, which are ubiquitous in VFX, are still unsupported (except in Modo, because Paul is great).
I understand that Altus support (or Brigade features whenever they get implemented) and OSL can help with this, but faster interiors and IOR map support have been requested for such a long time, and they aren't coming til 3.1.
The future of Octane sounds amazing. Real time pathtracing, lightfield rendering, robust VR creation... It's hard to imagine other render engines competing. Even the toon shader in the new Octane Imager looks like a game changer.
But there seems to be some growing frustration amongst users here about where Octane is today. Waiting gets hard when other, newer engines are promising speedier renders now.
Anyway, the work you guys are doing is astounding. I'm really excited about where Octane is headed. Hopefully it comes sooner rather than later.
All the VR rendering is really cool, but I don't know a single person that owns a VR headset other than myself. I doubt any normal person I know will buy one for something like 3 years, maybe longer. There's no question in my mind that VR is going to be a huge part of life in 10 years, but it's going to be pretty irrelevant for the day to day rendering of 99% of Octane users for the foreseeable future.
Meanwhile, Octane is basically unusable for interior animations or with small lights. Getting maps out of something like Substance Painter or 3DCoat is an enormous headache. UDIM files, which are ubiquitous in VFX, are still unsupported (except in Modo, because Paul is great).
I understand that Altus support (or Brigade features whenever they get implemented) and OSL can help with this, but faster interiors and IOR map support have been requested for such a long time, and they aren't coming til 3.1.
The future of Octane sounds amazing. Real time pathtracing, lightfield rendering, robust VR creation... It's hard to imagine other render engines competing. Even the toon shader in the new Octane Imager looks like a game changer.
But there seems to be some growing frustration amongst users here about where Octane is today. Waiting gets hard when other, newer engines are promising speedier renders now.
Anyway, the work you guys are doing is astounding. I'm really excited about where Octane is headed. Hopefully it comes sooner rather than later.
4x 2080ti hybrids, 4x 980ti Hyrbids. C4D, Houdini.
Ok, looks great! But how can this help out NOW? What has this to do with Octane NOW? Where is a production ready version of Brigade NOW (accesible for everyone)?Goldorak wrote:Go to Brigade video on this site. The part at night with 1000s of light sources.gabrielefx wrote:Because all Octane code comes from Abstrax he has to rebuild his software from scratch to achieve Fstorm performance.
Otoy says to Abstrax to stop his development because Lightfield technology is more important.
Octane kernels are now obsolete.
Let's try to build a night scene with 100 ies lights using the path tracing kernel...
And please give us a break with these wishy-washy promises.
Octane for 3ds Max v2.21.1 | i7-5930K | 32GB | 1 x GTX Titan Z + 2 x GTX 980 Ti
- Seekerfinder
- Posts: 1600
- Joined: Tue Jan 04, 2011 11:34 am
In fairness Goldorak, Brigade has been a pretty empty promise on a roller coaster ride to date... I was so excited about it at one point. Looking forward to getting something to play with - one day.Goldorak wrote:Go to Brigade video on this site. The part at night with 1000s of light sources.gabrielefx wrote:Because all Octane code comes from Abstrax he has to rebuild his software from scratch to achieve Fstorm performance.
Otoy says to Abstrax to stop his development because Lightfield technology is more important.
Octane kernels are now obsolete.
Let's try to build a night scene with 100 ies lights using the path tracing kernel...
Win 8(64) | P9X79-E WS | i7-3930K | 32GB | GTX Titan & GTX 780Ti | SketchUP | Revit | Beta tester for Revit & Sketchup plugins for Octane
Thanks for the feedback. All engineering resources we have on Octane are now focused on the 3.0/ORC/plug-ins launch on May 15, and after that, the first set of 3.1 features going into a subsequent alpha release.fatrobotsneedlove wrote:It does sometimes feel like Octane is a little too focused on where it's going rather than where it is.
All the VR rendering is really cool, but I don't know a single person that owns a VR headset other than myself. I doubt any normal person I know will buy one for something like 3 years, maybe longer. There's no question in my mind that VR is going to be a huge part of life in 10 years, but it's going to be pretty irrelevant for the day to day rendering of 99% of Octane users for the foreseeable future.
Meanwhile, Octane is basically unusable for interior animations or with small lights. Getting maps out of something like Substance Painter or 3DCoat is an enormous headache. UDIM files, which are ubiquitous in VFX, are still unsupported (except in Modo, because Paul is great).
I understand that Altus support (or Brigade features whenever they get implemented) and OSL can help with this, but faster interiors and IOR map support have been requested for such a long time, and they aren't coming til 3.1.
The future of Octane sounds amazing. Real time pathtracing, lightfield rendering, robust VR creation... It's hard to imagine other render engines competing. Even the toon shader in the new Octane Imager looks like a game changer.
But there seems to be some growing frustration amongst users here about where Octane is today. Waiting gets hard when other, newer engines are promising speedier renders now.
Anyway, the work you guys are doing is astounding. I'm really excited about where Octane is headed. Hopefully it comes sooner rather than later.
There are other teams around the globe independently working on GPGPU products/services/tech. in parallel to ONZ's development of OctaneRender. None of that impacts or takes away from OR. On the contrary, it can often result in huge steps forward - e.g the AMD/CPU/shader cross compiler tool now being used for 3.1.
- voltaire585
- Posts: 91
- Joined: Sun Jun 08, 2014 7:37 am
Agreed, needing to make fake lights for interior and exterior scenes to get noise free rendering is just not on. Octane needs to follow Fstorms lead in adaptive rendering and also bring over the Bridgade noise removal into octane if they want to maintain the lead as the fastest GPU renderer.
We appreciate the Otoy is obviously a bit overstretched manpower wise, and thanks Goldorak for joining the discussion.
We appreciate the Otoy is obviously a bit overstretched manpower wise, and thanks Goldorak for joining the discussion.
As Marcus mentioned, adaptive rendering is not a difficult feature to implement with the V3 film buffer and it will be i 3.1. All of Brigade is coming to Octane with V4.voltaire585 wrote:Agreed, needing to make fake lights for interior and exterior scenes to get noise free rendering is just not on. Octane needs to follow Fstorms lead in adaptive rendering and also bring over the Bridgade noise removal into octane if they want to maintain the lead as the fastest GPU renderer.
We appreciate the Otoy is obviously a bit overstretched manpower wise, and thanks Goldorak for joining the discussion.
- voltaire585
- Posts: 91
- Joined: Sun Jun 08, 2014 7:37 am
Ok, going to kick this thread over again.
I'm seeing a lot of people packing up and leaving the Octane (particularly Max plugin) forum and heading for Redshift, Corona and Fstorm. Some of them have been Octane users from the start and its disappointing to see.
I'm really behind Otoy to get Octane to the top of the GPU renderers again, but to do this it really needs to get on top of noise/speed as this is the biggest factor for many people leaving.
So if there is any timeline for Fstorm style adaptive noise and or Brigade noise reduction Im listening.
I'm seeing a lot of people packing up and leaving the Octane (particularly Max plugin) forum and heading for Redshift, Corona and Fstorm. Some of them have been Octane users from the start and its disappointing to see.
I'm really behind Otoy to get Octane to the top of the GPU renderers again, but to do this it really needs to get on top of noise/speed as this is the biggest factor for many people leaving.
So if there is any timeline for Fstorm style adaptive noise and or Brigade noise reduction Im listening.
This has already been answered. As to when 3.1 is coming out, we'll let you know as soon as we have a date for alpha.voltaire585 wrote:Ok, going to kick this thread over again.
I'm seeing a lot of people packing up and leaving the Octane (particularly Max plugin) forum and heading for Redshift, Corona and Fstorm. Some of them have been Octane users from the start and its disappointing to see.
I'm really behind Otoy to get Octane to the top of the GPU renderers again, but to do this it really needs to get on top of noise/speed as this is the biggest factor for many people leaving.
So if there is any timeline for Fstorm style adaptive noise and or Brigade noise reduction Im listening.
Might be bumping an old thread here (which is kind of the point) but if it was not a difficult feature to implement then why didn't you?As Marcus mentioned, adaptive rendering is not a difficult feature to implement with the V3 film buffer and it will be i 3.1.
It's been 10 months now since you wrote that. In which time we've had to redo our materials since you 'improved' Octane.
As for Brigade - yeah right.
FYI FStorm now has a commercial version released and you won't believe the price.
C'mon Otoy - give us a reason to stay, please.