after reading this incredible article, im still left with the question..."but, HOW?!"
More of these please! I need some good beginner tutorial!
ahahahah Luke hahaha comment of the day !
AI Light, AI Scene, AI Denoiser, and Brigade support open up new amazing opportunities for artists.
In case you’ve already forgotten (since it’s been in developers for ages), OctaneRender 4 is here. It’s a GPU-powered renderer, which is really fast. With the latest 4th version, it also got extremely smart. Here’s a little overview of the main features in a video.
New Features of V4
With the introduction of AI Light in Octane, you will see a great improvement in light sampling, especially in scenes that have many lights with localized distributions. As a learning system, AI Light improves as you render more samples. When used with Adaptive Sampling, AI Light gets even better, since it will learn that other lights become more important, as some pixels are no longer sampled.
To enable it, see the settings under Light in your kernel settings.
AI Scene in Octane brings you much faster scene loading times, and a dramatic improvement in viewport interactivity. You are able to position and modify geometry in real time, even in scenes with several millions of triangles. Vertex animation with the constant topology is updated in real time in complex scenes, as you move the time slider. Using the gizmos in the viewport on massive scenes is also in real time.
The much anticipated Spectral AI Denoiser allows you to render noise-free in a fraction of the time. You will find the settings to enable it in the Camera Imager settings.
Out of core geometry
Octane now supports out of core geometry, allowing you to use a significant portion of your system memory for geometry data. Multiple GPUs are also supported without of core geometry.
In your preferences, you will see four sliders under Out-of-core. System RAM usage limit allows you to limit how much system memory Octane will use for out of core geometry and textures. Geometry data GPU RAM usage limit allows you to specify a limit on how much GPU VRAM you want to use for geometry, and underneath, you can set the same for textures. This allows you to balance the level to which textures relative to geometry are evicted from VRAM.
VentureBeat has a little interview with the Otoy CEO Jules Urbach, who claims that with the new release game developers are now able to bring cinematic realistic effects in real-time graphics keeping the 60 frames per second framerate. Read more here.
Otoy download links could be found here. The subscription for the pro versions costs about $20 per month (all DCC plugins included).