The RenderMan® integration allows for advanced capabilities not found in traditional renderers, such as support for Multiple Instance Groups and RT Pass.
OctaneRender is a commercial production and professional grade renderer. It is a product of OctaneFX®. OctaneFX is an industry leading plugin for Autodesk Maya®, SolidWorks®, Revit® and other 3D modeling and animation software products.
History
Octane was originally a plugin for Maya® and Autodesk 3ds Max® for CGI 3D creation. The editor, OctaneRender®, uses a non-proprietary file format, Octane Scene Graph, which was developed in 2006 by OctaneFX®. OctaneRender® has a totally new rendering engine based on OctaneFX.
Application
OctaneRender is used for the creation of visualizations and animations in any industry. It can be used to produce photorealistic images in scientific, medical, petroleum, defense and automotive applications. OctaneRender® is used in real-time computer game and virtual reality applications, as well as CAD applications, animation and visual effects.
Features
Advanced ray tracing and physically based rendering
OctaneRender renders with ray tracing for smooth and realistic lighting and materials. Ray tracing is an advanced rendering technique for lighting and reflections that is able to accurately model physical phenomena, such as shadows and reflections in real-time on hardware.
Robust OpenGL-based API
OctaneRender is written in C++ and C#. The API is a combination of a 3D programming language and a visual programming language and provides a comprehensive and intuitive workflow that is easy to learn and implement. It includes core algorithms and components of the OctaneRender® engine. The source code is distributed under the BSD license, which is the most permissive open source license. The license allows others to study and modify the code as needed. All of the open source code is available through OctaneRender® GitHub.
Real-time material and texture mapping
OctaneRender supports multiple types of materials and textures, including procedural, procedural with specular and emissive, procedural with physical, procedural with specular and emissive with physical, procedural with multiple maps, procedural with environment maps and procedural with environment maps and physical. The material color, emission color and the material's physical properties (opacity, reflectivity, roughness and shininess) can be controlled in real time on a per-geometry or per
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