Jules just commented on Brigades inclusion into Octane. It’s interesting in that I had the same impression as you, thinking that there were bits and pieces of Brigade included into Octane, but that the full inclusion hadn’t happened yet. I think that he was mostly talking about the experimental builds, and I don’t know how this affects the Blender plugin?
I am responsible for communicating our public roadmap, making the GTC videos, all of it, so if I can be doing this better, I’m always open to feedback.
Id do want to make sure you we are talking about the same things.
The Photon Tracer for example - is actually already working great in plugins like C4D. We have users like WREN from Corridor even making tuts for it, and we added volume caustics - which was not in any roadmap we shared before; in that case I feel we surpassed what we promised even months earlier.
Brigade, as it ran in the video you posted (and note it had noise, even if it was fast) actually shipped in Octane 4 - we made tons of examples showing what that did: the 10-100x speed up in the scene graph for example, and this was before RTX made this even faster by 3-5x. the only thing holding back 60 fps today are 1) DCCs themselves that can’t keep up with the scene graph and 2) the Octane CPU filmbuffer system (which is now back on GPU in 2022.1 XB2).
Brigade kernel is something new and distinct from the earlier work, and didn’t exist until 2020, and it is shipping in 2022.1 RC1, with all Octane features intact + temporal denoiser and real time options for DOF, fog, godrays and more. It doesn’t deviate from the core Octane spectral rendering pipeline, it builds on it, which is a big difference from many approaches to real time renderers (including early brigade kernel tests) which are split off or developed apart from the main production renderer, to cut features to get speed. That being said there is a place for those too, and adding RGB (non-spectral) Brigade kernel with some further optimizations, will be explored in the future. Also Brigade shipping in Octane as kernel (not a a whole new renderer) means we won’t need to change rendering state just access it - it will work in all DCC’s and in Unreal and Unity projects as well as in standalone of course.
Anime edge kernel is in a pretty good state as a render delegate (which we can then sideload in Octane core), but like polarization and some other roadmap features, I have put them further out because users have strongly voted on us shipping more urgent features ahead of this (including PPM caustics). You can do amazing things with the current toons shader, and the edges rendering is going to make that better. Right now, we have our work cut out for us on real time, meshlets and a long list of user requests that is the lifeblood of us supporting a very broad userbase.
Also, from an ecosystem perspective, we have added a ton of value around Octane for the $20 month that hasn’t changed price in four years: Embergen, Sculptron, Architron (formerly LW CAD), Kitbash 3D, GSG+ (for annual sale on BF) and soon World Creator 3. Also we have Mac, Blender and Unreal still free and we have supported that for years to grow the ecosystem.