The many core issues holding Octane back
Posted: Fri Feb 07, 2025 9:44 am
As time progresses and plugin development marches on it becomes clearer that there are serious fundamental issues with Octane’s core and underlying data structures.
This appears to result in major limitations that seriously impact Octane’s use in a professional setting, and put it at major feature disparity with competing engines.
In the hopes of improving Octane and having these addressed I’ve outlined the major pain points below.
All of these are issues that are not found in other render Engines (redshift, vray, arnold)
1. Handling of instance data
* Use of instance attributes requiring Octane to write data to an image file(????) thus limiting the amount of instances that can have attributes to the amount of pixels in the image
* Reservation of already limited UV sets for writing of instance data
* Very small number of concurrent instance attributes supported (no other engine has this limitation)
* No nested instancing
2. Shaders/materials
* Hugely limited amount of exposed inputs on shader nodes - every other engine (Arnold, Redshift, Vray) exposes nearly every input on every shader node to be driven by a texture
* No shader level primitive attribute support - this means hacky workarounds to get shader switches working and removes the ability for advanced shader parameter control with User Data
* Gradient interpolation limitations - no other engine has this much restriction on gradient interpolation
* No additive materials
* No adaptive Vertex displacement
* No proper rest attribute support
3. UVs
* hugely limiting amount of allowed UV sets on a mesh (1-2?) no other engine has this limitation
4. Lights
* Arbitrary limits on the amount of linked lights
5. ORBX
This is probably the worst implementation of a proxy format out of any modern render engine and the fact it hasn’t been updated much in the 10 years I’ve used octane is astonishing.
* Writes all geometry in scene to a single alembic file (this is insane) creating huge I/O performance bottlenecks that drastically increase with frame count
* Will not use already cached alembics and instead re-writes the whole scene
* Use of a single Alembic file means we’re not able to take advantage of the many different Alembic features (like transform hierarchies versus deformation for instances) resulting in massive file sizes
* Does not use frame sequences meaning if an export crashes you have to run the entire process again
* No option to export/update selected objects
* No option to export USD instead of alembic
* No time offsetting
* No previews
Other
* No support for multi-step deformation blur
* No alembic render time procedural
All of the aforementioned is so much more important than fancy new features that inevitably release with a bunch of huge caveats that massively limit their use in production. ( no light linking for caustics, analytic lights breaking in certain conditions to name a few)
New tech is cool but at this point Octane is starting to feel more like a rendering research project than a tool for work.
Most of these gripes have been mentioned for years.
Please can we focus on getting the fundamentals right.
I will continue to update this post with corrections and additions if I’ve missed anything - if anyone thinks I’ve missed anything let me know.
This appears to result in major limitations that seriously impact Octane’s use in a professional setting, and put it at major feature disparity with competing engines.
In the hopes of improving Octane and having these addressed I’ve outlined the major pain points below.
All of these are issues that are not found in other render Engines (redshift, vray, arnold)
1. Handling of instance data
* Use of instance attributes requiring Octane to write data to an image file(????) thus limiting the amount of instances that can have attributes to the amount of pixels in the image
* Reservation of already limited UV sets for writing of instance data
* Very small number of concurrent instance attributes supported (no other engine has this limitation)
* No nested instancing
2. Shaders/materials
* Hugely limited amount of exposed inputs on shader nodes - every other engine (Arnold, Redshift, Vray) exposes nearly every input on every shader node to be driven by a texture
* No shader level primitive attribute support - this means hacky workarounds to get shader switches working and removes the ability for advanced shader parameter control with User Data
* Gradient interpolation limitations - no other engine has this much restriction on gradient interpolation
* No additive materials
* No adaptive Vertex displacement
* No proper rest attribute support
3. UVs
* hugely limiting amount of allowed UV sets on a mesh (1-2?) no other engine has this limitation
4. Lights
* Arbitrary limits on the amount of linked lights
5. ORBX
This is probably the worst implementation of a proxy format out of any modern render engine and the fact it hasn’t been updated much in the 10 years I’ve used octane is astonishing.
* Writes all geometry in scene to a single alembic file (this is insane) creating huge I/O performance bottlenecks that drastically increase with frame count
* Will not use already cached alembics and instead re-writes the whole scene
* Use of a single Alembic file means we’re not able to take advantage of the many different Alembic features (like transform hierarchies versus deformation for instances) resulting in massive file sizes
* Does not use frame sequences meaning if an export crashes you have to run the entire process again
* No option to export/update selected objects
* No option to export USD instead of alembic
* No time offsetting
* No previews
Other
* No support for multi-step deformation blur
* No alembic render time procedural
All of the aforementioned is so much more important than fancy new features that inevitably release with a bunch of huge caveats that massively limit their use in production. ( no light linking for caustics, analytic lights breaking in certain conditions to name a few)
New tech is cool but at this point Octane is starting to feel more like a rendering research project than a tool for work.
Most of these gripes have been mentioned for years.
Please can we focus on getting the fundamentals right.
I will continue to update this post with corrections and additions if I’ve missed anything - if anyone thinks I’ve missed anything let me know.