Otoy ha ufficialmente rilasciato OctaneRender 3 e attivato il OctaneRender Cloud, il servizio di cloud GPU rendering sviluppato in modo specifico per sfruttare al meglio tutte le tecnologie con cui il software è stato prodotto.


Octane conferma le proprie caratteristiche di motore di rendering unbiased GPU based, introducendo una serie di novità significative, come il supporto alle OpenSL e al OpenVDB, le volumetric light filed primitives, le procedural microfacet displacement primitives e una innovativa tecnologia di buffering studiata per il VR rendering ad elevato frame rate.

Le novità più interessanti molto probabilmente saranno comunque introdotte a partire dalla versione 3.1, già annunciata dalla stessa Otoy, con una alpha disponibile entro l'estate.

Tra le novità più importanti, l'integrazione dei nuovo Brigade, un algoritmo real time path tracing di cui si promette una grandissima velocità.

In fase di sviluppo anche la tecnologia che dovrebbe consentire a OctaneRender 3.x di sfruttare anche il GPU Rendering delle schede AMD, con un framework contenente un compatibility layer con il codice CUDA, nativamente supportato solo dalle tecnologie NVIDIA.

Molto interessante anche il nuovo OctaneImager, un compositor in grado di interfacciarsi direttamente con OctaneRender, con un'operatività davvero molto promettente, a giudicare dal seguente video


A seguire la lista delle feature introdotte nella 3.1 e quelle su cui Otoy sta attualmente lavorando, ma che quasi certamente non vedremo all'opera prima del 2017.

Le seguenti informazioni sono tratte direttamente dal sito ufficiale di Otoy.

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.

Tutte le novità di Octane Render 3 sono sintetizzate nel seguente slideshare.