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Octane 3 announced


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http://redspecsss.deviantart.com/journal/OctaneRender-v3-announced-Loads-of-new-features-520845387

 

http://home.otoy.com/otoy-unveils-octanerender-3-worlds-best-gpu-renderer/

 

 

 

OctaneRender 3 boasts a wide range of new features that will make it one of the most mature production-ready renderers available:

  • Volumetric rendering: OctaneRender 3 supports the ability to render particulate matter such as clouds, smoke, fog, and fire with varying densities and introduces a unique native primitive type for incredibly detailed micro-surface displacement volumes and surfaces required to render photorealistic natural and organic materials. Dreamworks’ OpenVDB is also supported for direct in-camera rendering of particle simulations.
  • Open Shader Language (OpenSL) support: Through OpenSL, content creators have the ability to build their own materials, procedural textures, and shaders, taking advantage of what is quickly becoming an industry standard while maintaining the exceptional performance OctaneRender is known for.
  • OpenCL support: OctaneRender 3 will support the broadest range of processors possible using OpenCL to run on Intel CPUs with support for out-of-core geometry, OpenCL FPGAs and ASICs, and AMD GPUs.
  • Deep pixel rendering: OctaneRender 3 adds deep pixel rendering support, as well as live connecting of DCC and compositing apps through Octane plug-ins for Pixologic’s Zbrush and The Foundry’s NUKE. OctaneRender 3 will also ship with a built in plugin for Adobe Photoshop that will properly handle multi-layer EXR files and support live deep pixel layer composting within Photoshop. Artists can open, create, and save ORBX media files introduced in OctaneRender 3, including planar and volumetric light fields, directly within Adobe Photoshop.
  • Advanced live texture baking: A feature that’s most beneficial for use in real-time game engines, OctaneRender 3 supports unbiased GPU texture baking (UV or volumetric) of global illumination, spherical harmonics and 8D light fields in Unreal Engine 4 and Unity plugins.
  • Infinite mesh and polygon sizes: OctaneRender 3 removes all limits on the maximum allowed primitive and triangle count.
  • FBX and PTEX support: OctaneRender 3 supports importing data from Autodesk’s FBX file format and Disney’s PTEX texture file format.
  • Split render passes, advanced per object reflection controls: OctaneRender 3 allows artists to split render passes into raw lighting and albedo passes, and adds fine-grained reflection, shadow and illumination casting controls per object or layer. These elements can also be built into the export, whether it is a light field, VR scene, or a movie file.
  • Fully configurable: OctaneRender 3 allows fully configurable UI, transform gizmos and dockable windows.
  • New plugin APIs: While previous versions of OctaneRender have support LUA plugins through scripting nodes, OctaneRender 3 adds C plugins and portable LLVM-based API support in ORBX packages.

OTOY will be inviting select users to participate in the alpha release of OctaneRender 3 this summer, with a full release slated for the second half of this year.

 

 

 

http://staging.otoy.com/otoy-expands-octanerender-integration-to-nuke-houdini-motionbuilder-unreal-engine-4-and-digital-molecular-matter-engine/

 

 

If Zbrush and Houdini and Maya have plug ins for this  maybe 3d coat should too..

Edited by L'Ancien Regime
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Also note; they're talking (like Clarisse) about being able to render billions of polygons. And that means that if you're not building game assets or making figures for animation, you can just forego retopo and per pixel paint your sculpts in surface mode and render your surface mode in super high resolution wihtout bothering with UV mapping and all that stuff.

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I have been looking forward to this release, especially OpenVDB, OpenSL, etc.  :)

 

Does it render hair?

 

Yep, Octane has been able to render hair since version 2.0.

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I believe version 3 was announced a few months ago at the Nvidia GPU conference.This is from the Otoy forums: "We're aiming for a pre-pre-alpha test release sometime in the next 4-6 weeks. Things can change, but that time frame is likely to hold."  I'm hoping that this release will be as good as it sounds, but I'm also realistic about this. It's one of those "I'll believe it when I see it". Especially with infinite mesh/polygon sizes, and OpenVDB. Fingers crossed though. 

Edited by Rebelismo
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