Jules Urbach – ‘will be built into all octane plugins and standalone - switch similar to changing DL/PT/info kernel modes’
For me, Bridage is far more exciting than Octane and it looks a lot better than Redshift RT which has a very odd aesthetic.
Looking forward to seeing Brigade on the next gen hardware.
This is the real deal. Finally the hardware has made Brigade possible, and this is just on a 2080. 30xx gen just around the corner. Exciting times ahead.
Great that this will run on all plugins. Can’t wait to test this in UE4!
cycles and every other non real time ray tracing, soon to be has-been for most of the industries ?
this demo scene looks very simplicistic though. outdoor is easy.
This is 60fps PATH-TRACING…just let that sink in…
i will wait to be impressed until they show it with some other scenes.
I hate to be “that guy” but I seem to be less impressed by these than others. I could be wrong here it appears they’re doing cached (in voxels or some other method) lighting. Similar to what the minecraft method is. This is why moving around the camera is possible in 60FPS. (you don’t have to recreate all the lighting)
Also moving around a simple env map to change time of day and shadows is fast too. Show me this working with smaller light sources and caustics and I’ll be impressed. Otherwise this is more better marketing than something I haven’t seen before.
I’m trying to stay calm until I have it in my hands but:
Jules Urbach - ‘sun + sky + up to 8 ‘spectron’ lights (disc, area, spot, tube, sphere, cone) are high speed and real time. We will get more lights supported when we port octane AI light to brigade but better tuned for RTX and interactivity. You can also make a texture emissive in brigade as in octane, but that is slower and does introduce noise if you use it as mesh lights (though glow is fine) vs. the optimized lighting primitives.’
I thought one of the tweets in that thread was a clip with moving lights to show it wasn’t cached? or am I just missing some trick they have?
Moving lights does not mean it’s not caching. You have to invalidate the cache when it needs to be updated.
There are no tricks, no game engine hacks. That’s the impressive thing. This is real time dynamic path-tracing.
When the 30xx RTX, and subsequent gen, cards are introduced we’re looking at the future of offline rendering, which will in fact be technically not offline anymore. We’re at the early days of a rendering revolution.
Anyone whinging about not being impressed by this demo never had to wait 2 days for a frame to finish on a crappy single core machine with 2 gigs of ram… they just don’t realise how good they have it these days.
Right, that’s my point. Where were the caustics and small (or multiple) light sources in that video? I see a single area light source with an emissive map. And a lot of not so shiny materials.
why couldn’t they upload better quality videos? compression made it impossible to see anything.
This is 60fps PATH-TRACING
Even in that bad quality it is obviously nothing near realtime. It takes 1-3 seconds to remove noise and it is the same as it was in their own demos in 2014:
If you need to wait 1 second to remove noise it is 1 FPS. Not 60.
UPD: watched better quality videos - still too much compression but now it is clear that it takes exactly 3 sec to remove noise.
It is 0.33 FPS.
It is good result for standalone renderer but, as I remember, all those years they’re keep saying that brigade is “realtime” engine.
It is “realtime” in the sense of interactivity. Just like with minecraft they decouple the lighting from the initial viewport (i’m assuming) and use temporal denoising. So it moves and returns an image quickly.
It’s quite a common marketing trick to keep the viewport moving and not allow the user to see exactly how long it takes to get a clean image. It won’t be until it’s in the hands of users that we’ll know the true story and whether there are any issues like blotchy noise caused by denoisers which prevent it being used on animation projects rather than demos and still frames.
Redshift RT looks odd with a very weird aesthetic and very noisy specular surfaces. Brigade certainly shows most promise so I keep an open mind.
I think Brigade has undergone several design changes since it was going to be that realtime engine. I suppose it still is up to a point but probably not if you want clean artefact free animations out of it.
“Gold Jacket, Green Jacket, who gives a …”
If that Brigade is giving me those scenes from that 2014 video path traced in 3 seconds, then I’m sold.
The difference between 2014 and now is the RTX cards, still only on 1st gen. Back then they simply didn’t have the GPU power available. This is still in its infancy, but the hardware has caught up. 18 months ago a workstation to run 2080ti power would set you back $100K. This is evolving fast.
There is Volume Caustic in the video. They also claims Brigade support caustics. I hope we’ll be able to check it soon.
For me Brigade is potential Eevee replacement with its weird shadows, terrible transparent materials and flickering animation. Brigade also scales well:
‘in early builds scaling to 4x gpus worked fine. But we have to retest again once we finish adding AI lights, SSS, volumes and more’
so even if it’s not so fast Otoy claims, working with ‘realtime’ animations using 3-4 GPUs can be possible. And if I understand correctly you can just switch kernel in Octane (X) to get full quality for the final renders.