
Seamless integration: One of the reasons why OctaneRender is so widely used in the animation and visual effects industry is that it can integrate seamlessly into a wide range of content creation and 3D animation applications. This render engine is often used in movies, video games, and architectural designs for special effects and design visualization. It also lets users update scenes in real-time.Īccording to Otoy, OctaneRender is the world’s fastest and first physically correct renderer, which means the software has a way of calculating the final rendered image to achieve the highest level of design, quality, and realism. This render engine was the first commercially available unbiased raytracer that fully utilizes GPU, which cuts rendering time significantly. Arnold and Redshift are much simpler.OctaneRender is a GPU render engine developed by the software company, Otoy.


Unfortunately octane is more confusing that it needs to be for this workflow. You then do all your adjustments below this layer so you are working linearly but just doing a view transform to get the gamma to 2.2 above so you see it correctly on your monitor. You then add each pass on top of each other in post and lastly apply a gamma adjust to bring it up to 2.2 as an adjustment layer on top.

You can export everything as float linear half float exrs, there is honestly not much need for full 32 bit unless you are doing very very heavy compositing or working in deep where you need high pixel values on certain passes. This will result in the image looking dark, but if you add a gamma adjust in the filter tab of the picture viewer bringing it up to 2.2 it will look correct again. The best way to test things is to plug whatever maps you bring in straight into the diffuse slot and change the gamma so you get what looks correct, if you de-gamma a sRGB image to 1 you will see the blacks clip a lot.Īs for the camera imager, you want your camera response to linear and your gamma to 1.

This all depends on the format of your texture, anything that’s a JPEG should be read in as 2.2 (sRGB) if you specifically have linear textures (there is roughness maps out there that are 16bit pngs) they need to be read in as gamma 1.
