OTOY announces availability of OctaneRender 3 and OctaneRender Cloud, previews Brigade/OctaneRender

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Marc-Andre Carbonneau

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Apr 8, 2016, 8:23:36 AM4/8/16
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Thought you guys might be interested in this.

http://www.prnewswire.com/news-releases/otoy-announces-availability-of-octanerender-3-and-octanerender-cloud-previews-brigadeoctanerender-integration-coming-in-2017-300246716.html

 

 

Marc-André Carbonneau

Production Manager

Unannounced Project – Ubisoft Montreal

 

Ognjen Vukovic

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Apr 8, 2016, 9:22:17 AM4/8/16
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I think its all Redshift fanboys here :).

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Marc-Andre Carbonneau

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Apr 8, 2016, 9:54:03 AM4/8/16
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Perhaps but it’s always good to keep an eye on the competition, no? ;)

They have a few things very interesting going on. Haven’t followed Redshift closely lately.

 

Happy Friday all

MAC

Cristobal Infante

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Apr 8, 2016, 9:57:36 AM4/8/16
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"CPU support" this could help convert a few studios to the dark art of GPU rendering...

Rob Wuijster

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Apr 8, 2016, 10:47:09 AM4/8/16
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It would also be interesting to see when their Unreal Engine plugin is finally finished.
That would give an interesting boost in that area.

Rob
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Cristobal Infante

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Apr 8, 2016, 10:58:29 AM4/8/16
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Wouldn't brigade be a better solution? Not sure exactly how it works, but it seems the octane shaders would transfer. 

Artur W

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Apr 8, 2016, 11:02:49 AM4/8/16
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They better fix all the shit that is still there since version 1.
Redshift in alpha is more production ready than Octane v2.

Artur

Artur W

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Apr 8, 2016, 12:39:56 PM4/8/16
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.. like I am trying to render previs and it has material overrides, but still generates materials with displacement that are overridden.
So, render part is like 5 sec but frame takes 30 sec.
and then suddenly stops rendering altogether...

just doing it now....

Mirko Jankovic

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Apr 8, 2016, 12:50:25 PM4/8/16
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Well new features on whats new list is what sells new licences. :)

Sven Constable

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Apr 8, 2016, 1:17:02 PM4/8/16
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Can't you just override geo approximation as well? To save all the tessellation time. Or just disable displacement altogether?

sven

Jason S

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Apr 8, 2016, 2:11:07 PM4/8/16
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Don't know if you got the latest build (or if it's even out yet)

But they (or Stephan) are ongoingly fixing/improving a bunch of things,

Now supports sub (&sub-sub) compounds & shaderballs,  with -tons- of shaders/nodes that have been added,
https://vimeo.com/158947144

And also seemingly just very-recently got way snappier for translating geo and preprocessing.
https://vimeo.com/161311690

Artur W

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Apr 8, 2016, 2:46:13 PM4/8/16
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I use Octane through C4D, which... oh my god. 
It's just a legacy project so this is why Octane.

If it's up to me I go redshift, although I am still waiting for custom AOVs

Jason S

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Apr 8, 2016, 2:58:25 PM4/8/16
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   On 04/08/16 14:45, Artur W wrote:
   If it's up to me I go redshift, although I am still waiting for custom AOVs

I agree depending on the type of project, though I'm glad they are still making strides as it's definitely still an excellent renderer, but why wait for custom AOVs to get Redshift ? ;)


On 04/08/16 14:45, Artur W wrote:

Artur W

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Apr 8, 2016, 4:07:43 PM4/8/16
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No, I do redshift, since beta. I just need store color in channel node to work and I am complete. For now

Francisco Criado

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Apr 9, 2016, 9:52:53 AM4/9/16
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It would be great if Redshift could render stereo cubemaps, that Octane already does, and Vray added last year. I have a Redshift license and a Octane one, but since Octane is getting more involved in vr production with their orbx format, that will go open source, we are leaving aside Redshift at list in our vr projects.
Some of the fetaures of Orbx format:

ORBX Media Format

OctaneRender 3 introduces the ORBX media format. The .ORBX file container format was first introduced in OctaneRender 1.5 to enable rock-solid exchanging of scenes, materials, lighting and more, that could be imported into any supported OctaneRender plugin. The new ORBX media format performs a similar function for rendered output, beyond EXR, with support for movies, audio, spectral render caching, light field caching, baked FBX caching, complete compositing and deep pixel metadata, and navigable scene controls without the need of sophisticated real-time engines. OTOY believes this will be a critical authoring format for VR and AR applications. Highlights of the new ORBX media format include:

  • First-of-its-kind container: The ORBX media format is the first of its kind, containing pre-rendered data in the form of  light field render target caching for VR, AR and portal materials, supporting movie and audio textures such as MP4 or HEVC for use natively inside of OctaneRender as a texture or a procedural, and storing node timelines.
  • Fully navigable: ORBX media files support web and mobile viewing of interactive content and texture baking directly from an Octane scene node, without the need or mastery of real-time game engines. Artists can bake their 3D scene for mobile, TV, VR, AR (light fields) and HTML5 playback.
  • Versatile rendering: The ORBX media format stores spectral film buffers allowing artists to pause and resume renders from disk.
  • Plans for open source: OTOY intends to open source the ORBX media format. It will be available on GitHub when OctaneRender 3 is made available. The format works in JavaScript and LUA – no native code is required.
  • ORBX Media Viewer: The first app that will support the ORBX media format will be the ORBX Media Viewer. The ORBX Media Player is already used for enjoying studio VR experiences such as the upcoming Batman: The Animated Series project OTOY is building with Warner Bros., or live streamed VR events like the hockey game OTOY recently produced in cooperation with the NHL. The ORBX Media Player will work with the Samsung GALAXY Gear VR, as well as Android-powered phones, tablets, and set-top boxes, with support for Microsoft HoloLens and HTML5 WebVR to come after launch.


greetings!

F.



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Francisco Criado

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Apr 9, 2016, 9:54:57 AM4/9/16
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Sorry for my english!
list = least
fetaures=features

Have a nice  day ;)
F.

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Mirko Jankovic

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Apr 9, 2016, 10:08:29 AM4/9/16
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And why going cube map over stereo spherical?
Just curious, any particular reason?
Most of content I run into actually was stereo spherical and not cube mapped
Mirko Jankovic

Need to find freelancers fast?

Need some help with rendering an Redshift project?

Francisco Criado

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Apr 9, 2016, 10:23:56 AM4/9/16
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Hi Mirko,
with spherical format you have a limitation of 3480x1920 lines at 60 fps, which is the standard framerate for vr. At least for us we never could get fluid true 4096 lines at 60fps on our gearvr´s with s6. If you go Cubemap, you will get 6 cubes faces of 1536x1536 lines that will give you a 18432*1536 rendered image without distortion of the image at the poles. We do a lot of point and click environments and we found that cubemap has a lot better resolution than spherical even if we render shperical at 8k. The only issue on this format is review in production and postproduction. Mettle for AfterEffects or Nuke currently only have tools for spherical format :S

Greetings,
F.


Mirko Jankovic

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Apr 9, 2016, 10:25:53 AM4/9/16
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Makes sense.
Time to bug Redshift team to add cube mappnig as well. SO far they were rather fast implementing requested things.
They are busy with 2.0 features now but who knows :)

Francisco Criado

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Apr 9, 2016, 10:30:18 AM4/9/16
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last year i made my suggestion on the wishlist, maybe i should insist a little bit more ;)
Sorry for the OT, how did your perception suite go for you? we got two broken pieces in three months...so no vr with mocap by now...
F.

Morten Bartholdy

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Apr 11, 2016, 9:28:14 AM4/11/16
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I agree with Marc-Andre on that, but that said, afaik Octane is standalone
requiring export as alembic or obj, which is somewhat limiting compared to the
built in flexibility of Redshift/XSI combo. Also last time I checked Octane does
not allow using system memory for scene data like Redshift does.

Morten

> Den 8. april 2016 klokken 15:53 skrev Marc-Andre Carbonneau
> <marc-andre...@ubisoft.com>:


>
>
> Perhaps but it’s always good to keep an eye on the competition, no? ;)
> They have a few things very interesting going on. Haven’t followed Redshift
> closely lately.
>
> Happy Friday all
> MAC
>
> From: softimag...@listproc.autodesk.com
> [mailto:softimag...@listproc.autodesk.com] On Behalf Of Ognjen Vukovic
> Sent: April-08-16 9:22 AM
> To: softimage <soft...@listproc.autodesk.com>
> Subject: Re: OTOY announces availability of OctaneRender 3 and OctaneRender
> Cloud, previews Brigade/OctaneRender
>
> I think its all Redshift fanboys here :).
>
> On Fri, Apr 8, 2016 at 2:23 PM, Marc-Andre Carbonneau

> <marc-andre...@ubisoft.com<mailto:marc-andre...@ubisoft.com>>


> wrote:
> Thought you guys might be interested in this.
> http://www.prnewswire.com/news-releases/otoy-announces-availability-of-octanerender-3-and-octanerender-cloud-previews-brigadeoctanerender-integration-coming-in-2017-300246716.html
>
>
> Marc-André Carbonneau
> Production Manager
> Unannounced Project – Ubisoft Montreal
>
>
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> Softimage Mailing List.
> To unsubscribe, send a mail to

> softimag...@listproc.autodesk.com<mailto:softimag...@listproc.autodesk.com>

Angus Davidson

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Apr 11, 2016, 10:38:49 AM4/11/16
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Octane can use additional memory (its just not set up by default as it slows things down)

You also don’t need to use the standalone, There are MAYA / Soft plugins which make it virtually the same as a redshift experience.

In 3.1 they will be adopting the glTF format (they dropped FBX saying it was too clunky ) Although both FBX and USD can be added in theory using their now opened API.

I did some tests on the weekend and am cautiously optimistic about glTF as a potential format, although I think they should have gone the USD route.

Kind regards

Angus

-----Original Message-----
From: Morten Bartholdy [mailto:x...@colorshopvfx.dk]
Sent: Monday, 11 April 2016 3:28 PM
To: soft...@listproc.autodesk.com
Subject: RE: OTOY announces availability of OctaneRender 3 and OctaneRender Cloud, previews Brigade/OctaneRender

I agree with Marc-Andre on that, but that said, afaik Octane is standalone requiring export as alembic or obj, which is somewhat limiting compared to the built in flexibility of Redshift/XSI combo. Also last time I checked Octane does not allow using system memory for scene data like Redshift does.

Morten

> Den 8. april 2016 klokken 15:53 skrev Marc-Andre Carbonneau
> <marc-andre...@ubisoft.com>:
>
>
> Perhaps but it’s always good to keep an eye on the competition, no? ;)
> They have a few things very interesting going on. Haven’t followed
> Redshift closely lately.
>
> Happy Friday all
> MAC
>
> From: softimag...@listproc.autodesk.com
> [mailto:softimag...@listproc.autodesk.com] On Behalf Of Ognjen
> Vukovic
> Sent: April-08-16 9:22 AM
> To: softimage <soft...@listproc.autodesk.com>
> Subject: Re: OTOY announces availability of OctaneRender 3 and
> OctaneRender Cloud, previews Brigade/OctaneRender
>
> I think its all Redshift fanboys here :).
>
> On Fri, Apr 8, 2016 at 2:23 PM, Marc-Andre Carbonneau

> <marc-andre...@ubisoft.com<mailto:marc-andre.carbonneau@ubisof


> t.com>>
> wrote:
> Thought you guys might be interested in this.
> http://www.prnewswire.com/news-releases/otoy-announces-availability-of
> -octanerender-3-and-octanerender-cloud-previews-brigadeoctanerender-in
> tegration-coming-in-2017-300246716.html
>
>
> Marc-André Carbonneau
> Production Manager
> Unannounced Project – Ubisoft Montreal
>
>
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> Softimage Mailing List.
> To unsubscribe, send a mail to

> softimag...@listproc.autodesk.com<mailto:softimage-request@listp


> roc.autodesk.com> with "unsubscribe" in the subject, and reply to
> confirm.
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Matt Morris

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Apr 11, 2016, 10:58:28 AM4/11/16
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I'm going to have to disagree with that 'virtually the same as a redshift experience' statement - just reading the maya plugin support forum on otoy has been enough to keep me away from using it in production, as it was clear that the plugin developer had way too many hats to wear (ie several plugins), was slow to update to the most recent versions and didn't respond to forum posts at all. The redshift experience is a polar opposite, bugs are squished almost the same day, and they always respond to posts, even when its a good chance of being user error. 

That said I realise that otoy are trying to do something about that situation, and will keep an eye on the progress of 3.0/3.1 as and when its released.

Mirko Jankovic

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Apr 11, 2016, 11:19:22 AM4/11/16
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I can personally confirm on what Matt said about bugs. 
When I as really small freelancer with not much licences, submit in  my evening and if it is bug I saw new update posted tomorrow morning in not single but couple occasion. 
That goes a long way

Angus Davidson

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Apr 11, 2016, 1:29:50 PM4/11/16
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I hear you about the bugs in the plugins ( I was rather comparing the types of things you can do in each as being similar)  The standalone support is much better. One of the reasons I prefer to use it. That and the sooner I can get out of Maya the happier I am ;)



From: Mirko Jankovic [mirkoj....@gmail.com]
Sent: 11 April 2016 05:18 PM
To: soft...@listproc.autodesk.com

Mirko Jankovic

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Apr 11, 2016, 2:00:49 PM4/11/16
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See that is the main difference... everybody simply can;t stand maya... on the other hand in Softimage we are so comfortable that we simply don't wanna leave :)
Something that Maya only ppl will never understand, they have relationship with a bully ;)

Angus Davidson

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Apr 11, 2016, 11:41:28 PM4/11/16
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Well unfortunately we are legally not allowed to teach EOL software, and until I can convince TheFoundry to release a NC edu Version of Modo, Maya is what we are stuck with  ;(

Olivier Jeannel

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Apr 12, 2016, 2:31:20 AM4/12/16
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Teach Houdini.

Ognjen Vukovic

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Apr 12, 2016, 4:09:38 AM4/12/16
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Well just to pipe in on maya, im at a gig where im using maya after a long time, and i am actually enjoying it :D. The only problem is that its been modded by the programmers so hard it barely resembles maya, soooooo........ Am i using maya or not, i dont really know.

Angus Davidson

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Apr 12, 2016, 4:43:22 AM4/12/16
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Would love too, sadly our main lecturer would not. I have just started using it for my MA though.

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