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Octane 4.0
Octane 4.0






octane 4.0
  1. #Octane 4.0 update#
  2. #Octane 4.0 plus#
  3. #Octane 4.0 series#
octane 4.0

Other ideas being explored include “physics plugins for rigid, soft and fluid dynamics”. In addition, Otoy showed a work-in-progress ORBX-native implementation of Altus, innoBright’s promising standalone tool for denoising Monte Carlo raytraced renders.

octane 4.0

The firm is also collaborating on a plugin for Subtance Designer, Allegorithmic’s games texturing tool. Support for the new shader languages is enabled by Otoy’s new plugin architecture, based on its ORBX JavaScript library and media codec.Īccording to Otoy, one benefit of the new architecture is that the new UDIM and Ptex texture formats – currently patchily implemented across its host applications – will be more widely supported. Plugin integration with Substance Designer and Altus – and maybe even fluid dynamics Otoy says that it is also working with Nvidia on a frontend for MDL, its Material Definition Language, introduced in recent releases of mental ray and Iray and is “exploring” the more game-friendly GLSL. Octane Shader Compiler is a new API intended to enable OctaneRender to use shaders written in any language, but using Open Shading Language (OSL) as a default.

octane 4.0

#Octane 4.0 update#

The update will also mark the debut of two technologies that play an important role in Otoy’s long-term strategy: Octane Shader Compiler and its new ORBX native plugin ecosystem. New shader compiler and native plugin ecosystem Together, the new technologies will enable OctaneRender to run on non-CUDA GPUs – including, for the first time AMD and Intel chips – or even on headless machines with no GPU at all. We’ve already reported on Otoy’s CUDA cross-compiler, which the company unveiled last month – to which Otoy is now also adding fallback support for CPU rendering. Pricing starts at $9.99/month for 1,200 GPU minutes of render time.įurther off in 2016, OctaneRender 3.1 will include a number of interesting new technologies. The service will include high-speed storage, file versioning, live delta synching to OctaneRender and its plugins, HTML5 cloud desktop access, and Dropbox and Google Drive integration. ORC will enable users to pause and resume rendering of Octane film buffers (OXR files), making it possible for cloud-based renders to be resumed and completed locally. Released the same day, and “seamlessly integrated” into the software, is OctaneRender Cloud (ORC), a new on-demand cloud-rendering service that will enable user to harness from 20 to 2,000 GPUs. OctaneRender Cloud: new cloud-based render service, also due 15 May You can read a fuller list in our original story on OctaneRender 3. New features include support for volumetrics, including the OpenVDB file format Open Shader Language and deep pixel rendering. The announcements were made at Nvidia’s GTC 2016 conference.įirst, and most straightforwardly, Otoy announced that the “highly anticipated” OctaneRender 3.0 – that is, it was announced at GTC last year, and still hasn’t shipped – will be released on 15 May.

#Octane 4.0 series#

Otoy has unveiled its product roadmap for the next two years, spanning the entire 3.x series of releases for OctaneRender, its GPU-based production renderer, and culminating in a 4.0 release some time in 2017.Īlong the way, the company plans to roll out CPU support, an entire new plugin ecosystem, new cloud-based rendering and subscription-based services – and even an entire new compositing package, OctaneImager. Updated 20 March 2018: For a more current product roadmap, see our new stories on OctaneRender 4.0 and the OctaneRender 20 release cycles.

#Octane 4.0 plus#

Otoy has also announced its product roadmap for the 3.x and 4.0 releases, plus new compositing app OctaneImager. An image rendered in OctaneRender 3.0, the next update to the GPU-based renderer.








Octane 4.0