Highlighted Features

Volumetric Rendering

OctaneRender supports rendering of particulate matter such as clouds, smoke, fog and fire with varying densities and introduces a unique native primitive type for incredibly detailed micro-surface displacement volumes and surfaces required to render photo-realistic natural and organic materials.

Deep Pixel Rendering

OctaneRender adds deep pixel rendering support as well as live connecting of DCC and compositing apps through the OctaneRender for Nuke® plugin.

OSL

OctaneRender supports Open Shading Language, enabling artists to create their own shaders and bring custom shaders from other software directly into OctaneRender projects.

Live Texture Baking

OctaneRender supports unbiased GPU texture baking (UV or volumetric) of global illumination, spherical harmonics and 8D light fields.

Speed

Leveraging the power of the GPU, OctaneRender can render final quality images 10x to 50x faster than CPU-based, unbiased rendering engines. That means, no more "get up and wait" in your workflow.

Interactivity

OctaneRender's on-screen viewport is the final render. Any changes to the scene are instantly updated on the screen allowing you to tweak any setting and view the results immediately.

Flexibility

OctaneRender isn't tied to any single modelling package, and it supports more than 21 plugins. No matter what your workflow is, we probably have a plugin for it. Want to switch between different modelling tools? We also support that with our common interchange format, .ORBX®.

Lighting

OctaneRender supports HDRI, mesh emitters, IES files, and a planetary sun/sky system. Rotate an HDRI file to position it in your scene, or turn any object into a mesh light by enabling the emission property of the material. With the additional Light Linking and Light Exclusion features, OctaneRender allows you to manipulate the lighting in a scene, however you choose.

Materials

OctaneRender supports subsurface light scattering (SSS), complex IOR, chromatic dispersion, and absorption to create some of the best materials in the industry. Use the node editor to create complex materials from procedural textures, or quickly pull a material from our OctaneLive Material Database. In addition to OSL Textures, OctaneRender supports metallic materials, toon shaders, and allows importing complex PBR textures through a universal uber material node.

Toon Shading

Turn your photorealistic renders into dynamic, toon-shaded scenes with just one material application.

Octane Denoiser

Render noise-free images in a fraction of the time with OctaneRender’s own denoising implementation with huge advantages over OptiX™.

Out of Core Geometry

Octane 4 can render fast out-of-core geometry from CPU memory, with minimal speed loss, even across multiple GPUs - a first for an unbiased GPU renderer.

Feature:

Engine

  • Physically-based / Spectral Light Transport
  • Unbiased and Direct Lighting / Ambient Occlusion
  • Custom Sampling Algorithm (Custom MLT-like implementation)
  • Multiple GPU Support
  • Geometry Instances
  • Render Passes
  • Object Visibility (On / Off for Shadow Casting / Camera Visibility)
  • Displacement Mapping
  • Object Motion Blur
  • Hair / Fur Primitives
  • OpenSubDiv Surfaces
  • Region Rendering
  • Network Rendering
  • HDRI + Sun Environment
  • Packaging to .ORBX File (Archive of all Scene Data/Resources)
  • Animation Support via Alembic Format
  • Pause / Resume Render
  • Built-in Firefly Removal Tool
  • Info-Channel Kernel Mode
  • Stereo Modes
  • Post-Processing Settings
  • Out-of-Core Textures Support
  • Integration Kernal Tile and Sampling Control Options
  • Volume Rendering
  • Texture Animation Support
  • Texture Baking System
  • Deep Image Rendering
  • Export to Octane Render Cloud Option
  • Photoshop Compositing Extension
  • Denoiser
  • Octane AI System (for Out-of-Core Geometry, Emissive Objects, Sub-surface Scattering, Denoiser, and Viewport)
  • Integrated Brigade Game Engine (for Low-Level API Game Engine Integrations)
  • UDIM and Complex PBR Textures Support
  • GPU Texture Compression
Feature:

Spectra

  • Supports Multiple Color Spaces
  • RGB Colors
  • Gaussian Spectra
  • Blackbody Spectra
  • Hue, Saturation and Contrast Control
Feature:

File Formats

  • Alembic Import (Including Animation)
  • OTOY's .ORBX (Compressed Archive of Geometry, Textures etc.)
  • Import of Wavefront OBJ Format with Parameters and Materials
  • Import Supplied Vertex Normals or Calculate Them via Supplied Smooth Groups
  • VDB Import (including animation and velocity motion blur)
Feature:

Textures

  • Image Textures Include Support for Loading over 40 Different Formats
  • HDR, Canon RAW, and OpenEXR HDRI Image Textures
  • Output of Real-Time GPU Tone-Mapped Images
  • Output of Raw HDR Images (exr)
  • Texture Projection Control (UV / Box / Cylindrical / Flat / Spherical)
  • Texture Transformations (Scale, Rotation, Translation)
  • Support for Animated Textures
  • Textures Value Range UV Map Displacement
  • OSL Textures
  • UDIM Texture Nodes
Feature:

Lights

  • Spectral Sun / Sky Daylight with Real-Time Location / Date Control System
  • Spectrum or HDRI Environment Lighting
  • Customizable Texture and Blackbody Spectra Emissions from Geometry with Controls for Temperature, Power (Watts), Distribution, Efficiency
  • Support for IES Light Files
  • Lighting Passes (Raw or Filtered Passes)
  • AI Light Adaptively Updates Light Selection For Scenes With Complex Lighting
  • Light Linking and Light Exclusion Features
Feature:

Materials

  • Physically-based Material Models
  • Bump and Normal Mapping
  • Opacity / Alpha Mapping
  • Transmission, Absorption and Scattering
  • Mappable Thin Film Coatings
  • Shadow Catcher Option for Diffuse Materials
  • Matte Material Option for Shadow Capture
  • Null Material and Mix / Stacking of Materials and Layers
  • Metallic material workflow with multiple IOR modes.
  • IOR and Chromatic Dispersion for Specular Materials
  • Access to LiveDB Material Database to Quickly Add Community Submitted Materials to Current Scene
  • LocalDB to Store Customer Materials and Textures on Local Drive
  • OSL integration including OSL Textures and Cameras (OSL Documentation)
  • Toon shader support
  • Universal Material for Complex PBR Textures
Feature:

Lua Scripting

  • Manipulate Nodes and their Data
  • Control Rendering Functions (Start, Stop, Save etc.)
  • Develop Custom Scripts and Create UI Elements (Control your Scripts Input Data etc.)
  • Scripted Node Graph
  • Easy Access to Scripts with a Default Script Folder
  • Available on Standalone Edition Only
Feature:

Tone Mapping

  • Full GPU-based Real-time Tone Mapping Pipeline
  • A Selection Of Measured Camera Response Curves
  • Simulated Camera Controls for Exposure, F-stop, ISO
  • Controls for Gamma, Saturation, Vignetting
  • Thin Lens Perspective with True DOF
  • Realtime 3D Anaglyphic Stereo Rendering
  • Real-time Control of DOF
  • Lens Shift
  • Interactive Focal-length Adjustment (Specified Distance or Auto)
Feature:

User Interface

  • Real-time Interactive Editing, Monitoring and Rendering of Scene
  • Flexible Node Graph-based User Interface
  • Time Slider for Animation Frame Control (Animated Alembic Scenes)
  • Build Complex Procedural Objects and Materials by Connecting Nodes
  • Sharing of Material, Texture and Emitter Macros Using the LiveDB
  • Customizable Mouse Navigation and Commands
  • Executable Command Line Parameters for Automation of Rendering
  • Customisable Toolbars, Add, Remove and Re-arrange Items and Window Panes
Feature:

Supported OS

  • Microsoft® Windows® 64 bit
  • Linux® 64 bit
  • Mac® OS X® 10.5+, 10.11, and macOS® 10.12 and 10.13
Feature:

Cameras

  • Thin Lens with Orthographic option and Stereo Modes
  • Panoramic with Spherical, Cylindrical, Cube Map Projections and Stereo Modes
  • Baking Camera Implementation for Texture Baking
Feature:

Volume Support

  • Native VDB support
  • Available Volume Medium for Color Ramps
  • Volumetric Emission Modes
  • Support Instanced and Animated Volumes including Velocity Grids for Motion Blur
Feature:

Deep Image

  • Multiple RGBA Channel values Per Pixel including Front and Back Z-depth
  • Arrangeable Baking Groups using Object Layers or Object Layer Maps
  • Improve Compositing Workflow by storing Z-depths
  • OpenEXR Standard Output Format
Feature:

OSL Scripting

  • Create Fully Customized Cameras, Materials, Projections, and Textures
  • Easy Access to Code OSL Scripts with an Integrated OSL Script Editor
  • Available on Standalone Edition and DCC Octane Integrated Plugins
Feature:

Denoiser

  • Artificially Intelligent and Specifically Trained to Denoise Volumes
  • Options to Save Denoised Beauty or Main Beauty Pass
Feature:

Scene AI

  • Models Surface Visibility to Get Maximum Speed While Denoising and Rendering Out-of-Core Geometry and Emissive Objects
  • Learned Internal Perceptual Models of Material, Spectra Irradiance, and Scene Data
  • Real-Time Updates in Massive and Complex Scenes
  • Fully Unbiased and Tracks Emissive Points Live and In Real-Time