is Brigade using PBR materials - YES or NO?

A forum where development builds are posted for testing by the community.
Forum rules
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.
User avatar
Notiusweb
Licensed Customer
Posts: 1285
Joined: Mon Nov 10, 2014 4:51 am

Notiusweb wrote::?: Does Unity-Octane plugin render the whole scene wholesale, or does it just add the Octanian reflection, refraction, and ambient occlusion 'layer' on top of the PBR?

EDIT

In other words, mechanically does it:
(1) scan the base geography/mesh ("PBR scene"), without rendering said geography/mesh, and then
(2) calculate the appropriate render passes for (a) reflection, (b) refraction, and (c) ambient occlusion, in relation to PBR-scene's arranged lighting environment, and
(3) layer those render passes over the PBR scene

Or does it just compute the whole scene outright and render it just like it does with all other plugins (say like in SketchUp)?

EDIT 2

Because the Unity Octane plugin calls its render target a "PBR Render target".
Is that just a name to familiarize the Unity user with the idea of a Render Target node as used in Octane, or does it mean something more unique is going on with regard to PBR, vs the traditional Render target as we usually have known.
This is exactly what Nvidia RTX is doing...!
Shadows, reflections, refractions, and AO augmenting an underlying base.
I Called It in this thread Jan 27!
:twisted:
Win 10 Pro 64, Xeon E5-2687W v2 (8x 3.40GHz), G.Skill 64 GB DDR3-2400, ASRock X79 Extreme 11
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
Post Reply

Return to “Development Build Releases”