The Think Particle Octane Studio Kit is designed to make working in Octane even faster. Today Sam Welker has announced the new Octane Studio Kit 1.3 update with 15 new studios, 15 new HDRIs, over 100 of materials,.
Octane Studio Kit V1.3 for Cinema 4D cost $25.99 and available here here More Cinema 4D Plugin [post_ad]
[ #Octane #Cinema4D ]
The Think Particle Octane Studio Kit is designed to make working in Octane even faster. Today Sam Welker has announced the new Octane Studio Kit 1.3 update with 15 new studios, 15 new HDRIs, over 100 of materials,.
Cloud graphics company, OTOY Inc., today announced a colossal update to the OctaneRender ecosystem, including the pricing and availability of its highly anticipated OctaneRender 3 software and OctaneRender Cloud (ORC) rendering service, and a detailed roadmap outlining the future of Octane’s development towards a 4.0 release in 2017 with full integration of OTOY’s advanced real-time path tracing engine, Brigade.
OctaneRender 3 is a state-of-the-art VFX juggernaut that incorporates a wide range of emerging industry standards for GPU rendering, including Open Shader Language (OpenSL) and OpenVDB for particle simulation, and introduces features never before seen in any production renderer, including volumetric light field primitives and deep motion buffers for high frame rate VR rendering. OctaneRender 3 will be available May 15th at a price of $399 for existing customers, and $49 for customers upgrading from OctaneRender 2.x. More information on the new features of OctaneRender 3 are available here.
Seamlessly integrated into OctaneRender 3 and also available May 15th is support for OctaneRender Cloud (ORC), an on-demand cloud rendering service harnessing from 20 to 2,000 GPUs depending on the size of the job. ORC is available on a subscription basis and includes high speed storage, ORBX/OCS file versioning, OctaneRender live app and plug-in delta synching, HTML5 cloud desktop access, Dropbox and Google Drive integration, plus 1,200 GPU minutes of render time starting at $9.99/month. ORC also allows users to pause and resume rendering of Octane film buffers (OXR files), enabling cloud rendering to easily augment any local render jobs, or cloud-based renders to be resumed and completed locally.
“With OctaneRender 3 and ORC, OTOY is delivering something that’s never been seen before: an on-demand cloud rendering solution, seamlessly integrated into the workflow that can instantly harness thousands of GPUs,” said Vladimir Shumsky, Head of Cloud Rendering, OTOY. “This technology has been built from the ground up to be future-ready, able to handle the most demanding workloads and ready to fuel content creation in the VR era like nothing else.”
What to expect in OctaneRender 3.1
OTOY is already hard at work on its first big update to OctaneRender 3 that introduces several new features in the coming months:
-Native plugin ecosystem: OctaneRender will enable easy loading of plugins through ORBX modules that continuously update the host application with new features. New plugins will also enable support of different shader languages beyond OpenSL, including support for Nvidia’s Material Definition Language (MDL). -Native support for bone and skin animation: New functionality in OctaneRender 3.1 adds native bone and skinned mesh support for fast character animation and glTF support in ORBX scenes. -CPU support: For those systems that don’t have an Nvidia GPU, Octane Render 3.1 will include fallback support for CPU rendering. An alpha for OctaneRender 3.1 is expected to be released this summer.
The future of Octane
OctaneRender 3 and 3.1 introduce a wide range of community-requested features that cement its reputation as the world’s best GPU renderer. OTOY will continue to push the state of the art beyond version 3.1, rolling out even more incredible innovations over the coming year:
-OctaneEngine, a new way to enjoy the latest Octane technology: In addition to the OctaneRender standalone application and OctaneRender Cloud, OTOY will introduce OctaneEngine, a new subscription-based offering that provides new flexibility and functionality in content creation. Features include: - -Network rendering: OctaneEngine will enable users to use other GPUs on the network to complete rendering tasks. - -Octane as a service: OctaneEngine can be run on any system in a network and deliver functionality to Octane plugins without requiring a GPU on the local machine. For example, a workstation without a GPU could run the Octane plugin for Autodesk Maya and complete renders using the GPU of the workstation that hosts OctaneEngine. - -Asynchronous rendering: OctaneEngine will enable the ability to set multiple renders in the background that can be cued for use as needed. - -Web API for new Octane-based services: OTOY will be exposing a Web API around OctaneEngine enabling new types of web services and applications to be created using standards such as WebGL. -Brigade’s high-speed real-time path tracing will be coming to OctaneRender: OTOY is listening to the community and integrating Brigade’s revolutionary real-time path tracing technology into OctaneEngine. Using the OctaneEngine API, content creators will be able to produce completely interactive, photorealistic 3rd party game engines. -OctaneImager, a powerful post-processing and compositing application: OTOY is responding to the community’s requests to do even more with Octane with the creation of OctaneImager, a new post-processing and compositing application designed for exceptional quality and speed for use on its own or paired with OctaneEngine. Features include: - -Standalone ecosystem: Just as OctaneRender and OctaneEngine will continue to have plugins that enable new features and functionality, OctaneImager will support its own plugin ecosystem for effects such as toon shading or other advanced post-processing techniques. - -Bringing the best of OctaneRender into OctaneImager: Elements of OctaneRender such as light field rendering and high-speed decoding will be exposed in OctaneImager enabling broad support for VR workloads, foveated rendering, and content that will support new kinds of displays. - -New compositing tool chains when combined with OctaneEngine: By combining OctaneEngine and OctaneImager, artists will be able to build entirely new compositing tool chains that enable layers powered by OctaneEngine and composited by OctaneImager on the fly.
Broad cross-platform support: Using OTOY’s CUDA cross-compiler, OctaneEngine and OctaneImager is expected to support all possible CPU and GPU devices and platforms, including support for Mac platforms, and AMD GPUs.
Cloud graphics company, OTOY Inc., today announced a colossal update to the OctaneRender ecosystem, including the pricing and availability of its highly anticipated OctaneRender 3 software and OctaneRender Cloud (ORC) rendering service, and a detailed roadmap outlining the future of Octane’s development towards a 4.0 release in 2017 with full integration of OTOY’s advanced real-time path tracing engine, Brigade.
OctaneRender 3 is a state-of-the-art VFX juggernaut that incorporates a wide range of emerging industry standards for GPU rendering, including Open Shader Language (OpenSL) and OpenVDB for particle simulation, and introduces features never before seen in any production renderer, including volumetric light field primitives and deep motion buffers for high frame rate VR rendering. OctaneRender 3 will be available May 15th at a price of $399 for existing customers, and $49 for customers upgrading from OctaneRender 2.x. More information on the new features of OctaneRender 3 are available here.
Seamlessly integrated into OctaneRender 3 and also available May 15th is support for OctaneRender Cloud (ORC), an on-demand cloud rendering service harnessing from 20 to 2,000 GPUs depending on the size of the job. ORC is available on a subscription basis and includes high speed storage, ORBX/OCS file versioning, OctaneRender live app and plug-in delta synching, HTML5 cloud desktop access, Dropbox and Google Drive integration, plus 1,200 GPU minutes of render time starting at $9.99/month. ORC also allows users to pause and resume rendering of Octane film buffers (OXR files), enabling cloud rendering to easily augment any local render jobs, or cloud-based renders to be resumed and completed locally.
“With OctaneRender 3 and ORC, OTOY is delivering something that’s never been seen before: an on-demand cloud rendering solution, seamlessly integrated into the workflow that can instantly harness thousands of GPUs,” said Vladimir Shumsky, Head of Cloud Rendering, OTOY. “This technology has been built from the ground up to be future-ready, able to handle the most demanding workloads and ready to fuel content creation in the VR era like nothing else.”
What to expect in OctaneRender 3.1
OTOY is already hard at work on its first big update to OctaneRender 3 that introduces several new features in the coming months:
-Native plugin ecosystem: OctaneRender will enable easy loading of plugins through ORBX modules that continuously update the host application with new features. New plugins will also enable support of different shader languages beyond OpenSL, including support for Nvidia’s Material Definition Language (MDL). -Native support for bone and skin animation: New functionality in OctaneRender 3.1 adds native bone and skinned mesh support for fast character animation and glTF support in ORBX scenes. -CPU support: For those systems that don’t have an Nvidia GPU, Octane Render 3.1 will include fallback support for CPU rendering. An alpha for OctaneRender 3.1 is expected to be released this summer.
The future of Octane
OctaneRender 3 and 3.1 introduce a wide range of community-requested features that cement its reputation as the world’s best GPU renderer. OTOY will continue to push the state of the art beyond version 3.1, rolling out even more incredible innovations over the coming year:
-OctaneEngine, a new way to enjoy the latest Octane technology: In addition to the OctaneRender standalone application and OctaneRender Cloud, OTOY will introduce OctaneEngine, a new subscription-based offering that provides new flexibility and functionality in content creation. Features include: - -Network rendering: OctaneEngine will enable users to use other GPUs on the network to complete rendering tasks. - -Octane as a service: OctaneEngine can be run on any system in a network and deliver functionality to Octane plugins without requiring a GPU on the local machine. For example, a workstation without a GPU could run the Octane plugin for Autodesk Maya and complete renders using the GPU of the workstation that hosts OctaneEngine. - -Asynchronous rendering: OctaneEngine will enable the ability to set multiple renders in the background that can be cued for use as needed. - -Web API for new Octane-based services: OTOY will be exposing a Web API around OctaneEngine enabling new types of web services and applications to be created using standards such as WebGL. -Brigade’s high-speed real-time path tracing will be coming to OctaneRender: OTOY is listening to the community and integrating Brigade’s revolutionary real-time path tracing technology into OctaneEngine. Using the OctaneEngine API, content creators will be able to produce completely interactive, photorealistic 3rd party game engines. -OctaneImager, a powerful post-processing and compositing application: OTOY is responding to the community’s requests to do even more with Octane with the creation of OctaneImager, a new post-processing and compositing application designed for exceptional quality and speed for use on its own or paired with OctaneEngine. Features include: - -Standalone ecosystem: Just as OctaneRender and OctaneEngine will continue to have plugins that enable new features and functionality, OctaneImager will support its own plugin ecosystem for effects such as toon shading or other advanced post-processing techniques. - -Bringing the best of OctaneRender into OctaneImager: Elements of OctaneRender such as light field rendering and high-speed decoding will be exposed in OctaneImager enabling broad support for VR workloads, foveated rendering, and content that will support new kinds of displays. - -New compositing tool chains when combined with OctaneEngine: By combining OctaneEngine and OctaneImager, artists will be able to build entirely new compositing tool chains that enable layers powered by OctaneEngine and composited by OctaneImager on the fly.
Broad cross-platform support: Using OTOY’s CUDA cross-compiler, OctaneEngine and OctaneImager is expected to support all possible CPU and GPU devices and platforms, including support for Mac platforms, and AMD GPUs.
- Implements multi-material support for Forest Pack geometry objects - Adds the new 2.24.2 engine - Fixes a crash in some cases when using 'pick' in Octane viewport - Fixes camera 'target focusing' mode - Fixes 'Lock camera' behavior in the case currently locked view was maximized - Fixes an issue when rendering Forest Pack objects - Octane viewport now refreshes automatically if motion blur parameters change - Implements a hack to clean up the GPU memory after every render - Minor fixes and improvements...
Download
OctaneRender v2.24 for 3ds Max 2012 - 2016 Demo here or buy €459 here More Octane Render Plugin [post_ad]
[ #OctaneRender #Rendering #3dsMax ]
Otoy Inc has updated its GPU-accelerated, unbiased, physically correct renderer OctaneRender v2.24 which supports 3ds Max 2012 - 2016
- Implements multi-material support for Forest Pack geometry objects - Adds the new 2.24.2 engine - Fixes a crash in some cases when using 'pick' in Octane viewport - Fixes camera 'target focusing' mode - Fixes 'Lock camera' behavior in the case currently locked view was maximized - Fixes an issue when rendering Forest Pack objects - Octane viewport now refreshes automatically if motion blur parameters change - Implements a hack to clean up the GPU memory after every render - Minor fixes and improvements...
Download
OctaneRender v2.24 for 3ds Max 2012 - 2016 Demo here or buy €459 here More Octane Render Plugin [post_ad]
Few days ago, We've seen the OctaneRender for Houdini alpha test video and here is another one showing Octane gradient node. With this node, the full set of Octane shading nodes is complete running inside Houdini.
Few days ago, We've seen the OctaneRender for Houdini alpha test video and here is another one showing Octane gradient node. With this node, the full set of Octane shading nodes is complete running inside Houdini.
Check out the Sneak peek video from Juanjo showing Octane IPR inside Houdini, built using a custom OpenGL window to have the best possible performance.
- IPR real time zoom and pan, window resize, etc. - Real time camera and objects transformations, with motion blur - Real time objects deformations, also with MB - Octane render target settings (tone mapping, post processing, environment, etc.) - Real time Octane materials setup
also watch the first animation to test the mesh deformations motion blur in Octane for Houdini
Check out the Sneak peek video from Juanjo showing Octane IPR inside Houdini, built using a custom OpenGL window to have the best possible performance.
- IPR real time zoom and pan, window resize, etc. - Real time camera and objects transformations, with motion blur - Real time objects deformations, also with MB - Octane render target settings (tone mapping, post processing, environment, etc.) - Real time Octane materials setup
also watch the first animation to test the mesh deformations motion blur in Octane for Houdini
Check out the Demo of how HDR Light Studio to work with LightWave, Octane Render. Through the LightWave3D Live Connection - as you develop your custom HDRI map in HDR Light Studio, you see its lighting effect evolve in real-time in your VPR view.
Use the LightPaint feature to click on your 3D model in the VPR view (or Octane Live view) to position the lighting effects. This ‘click to light’ process will dramatically speed up your lighting process with precise and perfect final results.
Main Features:
• Non-destructive, interactive HDRI map creation and editing app • Live Connection between HDR Light Studio and LightWave 3D • Supports LightWave Renderer and Octane Render • LightPaint – Point and click light source positioning and selection in Lightwave3D • Highly controllable procedural light sources • Library of HDR lights, including HDR captures of studio light sources • Layered lighting system with blend modes • Enhance existing HDRI maps via localised adjustments to color, exposure, and saturation • Augment existing HDRI maps with additional light sources • HDR Light Studio lighting project embedded in the LightWave 3D scene • Presets Shelf - Store, retrieve, and hot swap HDR Light Studio lighting designs
HDR Light Studio 4 - Complete
This edition includes all available HDR Light Studio plug-ins/connectivity (i.e. to LightWave 3D, 3ds Max, Maya, Houdini, KeyShot, Maxwell Studio, MODO etc - with more being added all the time) . Users can use this version standalone using the LiveLight viewer included in this edition. LiveLight lets you load Collada and OBJ files and light them using the LightPaint feature. More information and download here. More Rendering Plugin
[ #HDR #LightWave #Octane #Rendering ]
Check out the Demo of how HDR Light Studio to work with LightWave, Octane Render. Through the LightWave3D Live Connection - as you develop your custom HDRI map in HDR Light Studio, you see its lighting effect evolve in real-time in your VPR view.
Use the LightPaint feature to click on your 3D model in the VPR view (or Octane Live view) to position the lighting effects. This ‘click to light’ process will dramatically speed up your lighting process with precise and perfect final results.
Main Features:
• Non-destructive, interactive HDRI map creation and editing app • Live Connection between HDR Light Studio and LightWave 3D • Supports LightWave Renderer and Octane Render • LightPaint – Point and click light source positioning and selection in Lightwave3D • Highly controllable procedural light sources • Library of HDR lights, including HDR captures of studio light sources • Layered lighting system with blend modes • Enhance existing HDRI maps via localised adjustments to color, exposure, and saturation • Augment existing HDRI maps with additional light sources • HDR Light Studio lighting project embedded in the LightWave 3D scene • Presets Shelf - Store, retrieve, and hot swap HDR Light Studio lighting designs
HDR Light Studio 4 - Complete
This edition includes all available HDR Light Studio plug-ins/connectivity (i.e. to LightWave 3D, 3ds Max, Maya, Houdini, KeyShot, Maxwell Studio, MODO etc - with more being added all the time) . Users can use this version standalone using the LiveLight viewer included in this edition. LiveLight lets you load Collada and OBJ files and light them using the LightPaint feature. More information and download here. More Rendering Plugin