Octane 3 Demo Online

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ristoraven
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Based on all this info, would it be a safe bet, if I start working now with a series of scenes, with complex animations, Turbulence FD fire & smoke, I can later on decide, do I want to send these scenes as .orbx to UE4 to get some level of interactivity, or I could bake them as Lightfield, or use Brigade... So there will be options later on to choose, and none of those options require pretty much anything at the moment to consider? So, I just go ahead and by the end of the year, around christmas I can have a glass of red wine and just choose the best alternative for the scenes and finish them in the cloud?
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Goldorak
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Rikk The Gaijin wrote:
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.
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. :(
We are still targeting game studios and pre-viz, but nothing can really begin at a product level until Brigade has a solid art ingestion path we can provide support for. We decided to build this on top of Octane and link the two as best we can during the 3.x cycle where we at least have a common shader and scene system to get this right. Beyond that, we are working on backends for UE4 and other engines that will tap into our asset pipeline. If you have the integrated Octane 3 plug-in for a game engine we support, it is a starting point to begin bringing light fields, brigade and Octane together into real time pipeline, replacing light probes, screen space RT and and light maps/light mass/generation etc..
Rikk The Gaijin
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It's all cool and well, but the sad thing to me is that you guys had a pretty nice toy to play with, and never released it to the public. Then you threw it away without letting anyone else touching it.

For example, back in 2012 there was this game/demo that was using Brigade:



It was simple and noisy, but it was three years ago, so the same demo with today's hardware could run much better.
Why can't we play with it too? :cry:
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Notiusweb
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Has anybody found any videos demonstrating anything interesting about OR3? Finding it clunky to work with it as the web stream demo, kind of disinterested in messing with it at this stage...
Almost would rather see a video of some OTOY master gurus working with the real thing to quickly showcase the power and new features.
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Rikk The Gaijin
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Notiusweb wrote:Has anybody found any videos demonstrating anything interesting about OR3?
The Octane 3 demo at the top of this webpage is the only thing you can try at the moment. The closed beta hasn't started yet, so nobody has it.
Besides, even if someone got access to the Beta, it would certainly be restricted by an NDA contract, so it would be forbidden to share any videos.

As for other new features from OTOY it is quite disappointing to see that there was pretty much no media coverage whatsoever of the stuff they showed at SIGGRAPH.
At the beginning of August, Goldorak wrote:
Goldorak wrote:We will make sure to get good photos and videos. We will also post any Siggraph press materials and videos on the main site.
The press material he's referring to is this: https://home.otoy.com/siggraph-2015/ but there isn't much to see. :(

Searching online I found these videos: viewtopic.php?f=9&t=49792 but they are not officially from OTOY, and the quality is poor.
Yet again, another missed opportunity to show off some really cool stuff they have in the drawer... :(
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Syd_86
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Syd_86 wrote:Hi! Clouds at will!
Some questions, impressions, I hope not trivial.
Surely you are doing a huge job!
I saw that you have disabled the selective rendering of nodes, perhaps it should work only on groups, or at least double-clicking.
PMC will not work?
If I change material to the node Lego, the smoke disappears and you have to restart the render. Material Picking command to select the "Volume" is not working.
Where are commands to move, scale, rotate selected geometries?
Please tell me that are hidden ... right?
The textures in local DB can not be viewed?
With displacement materials you can not be used generators?
Just for me is inconvenient to use the node scattering with inverted colors?
Sorry if I asked too many questions!
Thanks!!

WHO KEEPS SILENT CONSENTS 8-)
coilbook
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Here is outerra clouds real time texture etc .Would be nice to see some stuff in octane
http://www.outerra.com/wgallery.html

https://youtu.be/TUOgf3YPgfw
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Seekerfinder
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Rikk The Gaijin wrote:It's all cool and well, but the sad thing to me is that you guys had a pretty nice toy to play with, and never released it to the public. Then you threw it away without letting anyone else touching it.

For example, back in 2012 there was this game/demo that was using Brigade:



It was simple and noisy, but it was three years ago, so the same demo with today's hardware could run much better.
Why can't we play with it too? :cry:
Too true. Brigade was probably gonna steel Octane's thunder. Many of us were psyched about it. It's a shame.

Goldorak,
Any idea when the UE4 plugin will be released? Is it completely tied in with version 3 or will we see anything sooner?
Cheers,
Seeker
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FrankPooleFloating
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Hey Goldorak et al, sorry if this has been asked and answered, but with the new bells & whistles you guys are adding to geometry stuff in engine, are you still going to be tripling everything internally during voxelization? Not that the speed of that has been an issue, at all, for me, but I'm sure it could speed things some for everyone, if geo did not need to be tripled...er, right?
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Goldorak
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Seekerfinder wrote:
Rikk The Gaijin wrote:It's all cool and well, but the sad thing to me is that you guys had a pretty nice toy to play with, and never released it to the public. Then you threw it away without letting anyone else touching it.

For example, back in 2012 there was this game/demo that was using Brigade:



It was simple and noisy, but it was three years ago, so the same demo with today's hardware could run much better.
Why can't we play with it too? :cry:
Too true. Brigade was probably gonna steel Octane's thunder. Many of us were psyched about it. It's a shame.

Goldorak,
Any idea when the UE4 plugin will be released? Is it completely tied in with version 3 or will we see anything sooner?
Cheers,
Seeker
It's going to use baking heavily - so V3 only. brigade is amazing and a lot of it is indeed showing up in Octane already (OOC textures) and more in v3 (OSL). It's a long term project. There is no good way to ship anything that isn't a stable product which artists/devs can rely on for commercial workflows. Support is a huge issue for any engine, and if we released brigade as a lib at 2.x and went down that path for productization, we'd be years behind on Octane and nowhere on brigade 3. Soon we will have the best of both. We are constantly pushing the envelope of GPU rendering, year after year, and we don't intend to stop anytime soon.
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