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OTOY에서 Unity 에디터용 시네마틱 렌더링 엔진을 출시하였습니다! OctaneRender®는 가장 빠른 속도를 자랑하는 최초의 경로 추적 GPU 가속 렌더링 엔진입니다. Unity는 OctaneRender를 무료, $20 또는 $60 패키지로 제공합니다. 유료 패키지를 구매하면 더욱 다양한 GPU와 3D 제작 툴을 위한 OctaneRender 플러그인을 이용하실 수 있습니다.

타임라인 및 플레이 모드에서 이용하는 시네마틱 렌더링

Unity 개발자가 OctaneRender를 사용하면 시네마틱 콘텐츠를 위한 탁월한 렌더링 성능 및 품질이라는 이점을 얻을 수 있습니다. GPU 기반의 OctaneRender는 언바이어스드 렌더링(Unbiased Rendering) 엔진으로, 씬 안에서 물리 수준의 정밀도로 각각의 광선을 추적하므로 CG 및 VFX 작업 시 탁월한 포토리얼리즘을 구현할 수 있습니다.

이제 OctaneRender Recorder를 사용하여 유니티의 타임라인에서 제작한 애니메이션 또는 시퀀스를 녹화해 동영상 파일이나 ORBX® 포맷으로 내보낼 수 있으며, 이때 OctaneRender Cloud®를 활용할 수 있습니다. OctaneRender Recorder를 이용하면 타임라인, 시네머신, 그리고 플레이 모드를 통한 영화 제작이 더욱 쉬워집니다.
내년 Brigade 및 Octane 4 출시 전까지, 실시간으로 경로를 추적하는 Unity용 OctaneRender는 사전 렌더링된 콘텐츠에 한해 이용할 수 있습니다. 하지만 Unity용 OctaneRender는 시네마틱 렌더링과 곧 추가될 라이브 라이트맵 베이킹을 통해 유니티 엔진에서의 활용도를 높여 줍니다.

Unity로 제작된 이 씬은 Unity용 OctaneRender로 렌더링되었으며 에셋 스토어에서 무료로 제공됩니다.

 

Unity용 OctaneRender 주요 기능 활용 사례. 모든 예시는 Unity 에디터 내 작업 장면입니다.

The PBR (Physically-Based Rendering) 뷰포트

PBR 뷰포트는 Unity용 OctaneRender에서 가장 먼저 눈에 들어오는 기능으로, 경로 추적 렌더링 엔진으로 구현한 씬의 모습을 보여 줍니다. OctaneRender의 시네마틱 렌더링 덕분에 실제 씬에서 보이는 모습 그대로를 확인할 수 있습니다. 이제 Unity 에디터에서도 할리우드 영화 제작에 활용되는 렌더링 엔진의 힘을 빌어 시네머신과 타임라인으로 멋진 장면을 연출할 수 있습니다.

Unity용 OctaneRender의 PBR 뷰포트로 확인하는 도킹 베이 씬 — 에셋 스토어에서 씬 다운로드 가능.

OctaneRender 머티리얼 및 조명

사전 렌더링된 시퀀스에 대해 OctaneRender는 즉시 씬의 품질을 높여주며, 기본 Unity 셰이더로도 이러한 품질 향상이 가능합니다. OctaneRender의 노드 기반 머티리얼 및 조명 시스템을 활용할 수도 있습니다. 이 시스템은 전체적인 이미지 품질을 물리 기반 수준으로 끌어올립니다.

Unity용 OctaneRender의 추후 버전에서는 더 높은 유연성을 제공하기 위해 OSL(오픈 셰이딩 언어)도 지원할 예정입니다.

새로운 워크플로를 단계별로 안내해주는 튜토리얼을 여기에서 확인해 보세요.

Unity용 OctaneRender를 이용한 우주정거장 및 도킹 베이 씬에셋 스토어에서 무료로 이용 가능.

에셋 스토어에서 이용 가능한 OctaneRender for Unity


OctaneRender는 아주 쉽게 시작할 수 있습니다. 에셋 스토어에서 씬 패키지 중 하나를 다운로드하세요. 다운로드한 씬 패키지를 열면 Unity용 OctaneRender를 설치하라는 안내 메시지가 나타납니다.
Installer Scene은 가볍고 친숙하여 처음 시작하기에 좋습니다. 다만 OTOY에서 패키지를 구매하면 OctaneRender를 설치해야 합니다. Unity용 OctaneRender를 설치하라는 메시지가 나오면 Octane for Unity 설치 가이드에서 안내하는 단계별 절차를 따라 설치를 진행하세요.

영감을 얻고 프로젝트에 직접 활용해볼 수 있는 다양한 콘텐츠와 새로운 씬을 에셋 스토어에 업데이트할 예정입니다. 업데이트를 주기적으로 확인하세요!

업데이트되는 씬은 프로젝트 기반 가이드에서도 활용될 예정이므로, 다운로드 후 가이드를 따라 Unity용 OctaneRender를 최대한 활용하는 방법을 배워 보세요.

지금 바로 에셋 스토어에서 씬을 다운로드하고 Unity용 OctaneRender를 사용해 보세요!

OctaneRender Prime, Studio, and Creator

Unity용 OctaneRender는 무료 버전과 2가지 구독 옵션을 포함하는 3가지 버전으로 제공되며 각 버전은 모든 기능을 제공합니다.

  • OctaneRender Prime은 에셋 스토어에서 OctaneRender 에셋 다운로드하면 무료로 이용하실 수 있습니다. Prime에서는 기본 GPU에만 액세스할 수 있으며 추가 플러그인은 제공되지 않습니다.
  • OctaneRender Studio 및 OctaneRender Creator 연간 구독을 선택하시면 더 많은 GPU와 엄선된 추가 플러그인을 이용하실 수 있습니다. 구독 옵션은 여기 에서 결제하실 수 있습니다.
  • OctaneRender Studio 구독료는 매월 $20이며, GPU 2개와 추가 플러그인 1개를 이용하실 수 있습니다.
  • OctaneRender Creator 구독료는 매월 $60이며, GPU 20개와 추가 플러그인 3개를 이용하실 수 있습니다.
    • OctaneRender Studio와 OctaneRender Creator에는 NUKE용 OctaneRender와 After Effects용 OctaneRender가 기본 플러그인에 포함됩니다. OctaneRender Studio 또는 Creator를 실행한 다음 이메일의 지침에 따라 추가 플러그인을 선택하고 다운로드하세요.

유료 구독 시 추가 플러그인 중 하나로 OctaneRender Cloud를 이용할 수 있으며 OTOY의 클라우드에서 더 긴 컷씬 또는 베이킹 작업을 위해 수백 개의 GPU를 이용할 수 있습니다.

Unity용 OctaneRender 더 알아보기

Live Lightmap Baking 베타 버전

현재 베타 버전으로 제공되고 있는 Live Lightmap Baking이 곧 정식 출시될 예정입니다. GPU 가속 베이킹은 현재에 비해 10배 더 빠른 처리 속도를 자랑하며, Unity에서의 라이트매핑 방식을 새롭게 정의하고 있습니다. OctaneRender는 Unity 머티리얼과 라이트를 읽을 수 있기 때문에, 기존의 라이트맵 워크플로도 경로 추적을 통해 가속화될 수 있습니다. Unity 사용자는 현재 베타 버전인 OctaneRender의 베이킹 시스템으로 다양한 방식을 테스트해볼 수 있으며, 빠른 시일 내에 더 많은 기능과 지원을 활용할 수 있을 것으로 기대됩니다.

Javier Leon의 ‘Mini Metaverse’, Unity용 OctaneRender에서 렌더링 및 베이킹 작업 진행.

리소스

하드웨어 사양 및 설치 가이드에서 프로젝트 기반 튜토리얼까지 Unity용 OctaneRender의 기능을 최대한 활용하는 방법을 배우실 수 있습니다.

Unity용 OctaneRender 더 알아보기

 

 

참고: 본 게시물은 OTOY에서 근무하는 우리의 동료가 작성했습니다.

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  1. The only problem is that it is working only on Nvidia based GPU. That’s a huge minus from many professionals that rely on mixed. Environments that use and AMD based GPUs.

    I will wait from the BOCS that works on both GPU manufacturers.

    1. AMD GPU support is working and being tested internally with 3.07 while we work out performance optimizations and OSL support (coming soon in Octane 3.08). Here is a video of AMD iMac GPU running Octane : https://twitter.com/otoy/status/883188571665874944?lang=en

  2. Alriiight! An alpha-stage engine for sale that works with Unity for $80 for the full features! …..not sure why this is a blog or news at all O_o

    1. There is no $80 subscription. These are the three options:
      (1) The free version included with Unity – this includes the full features of the latest commercial release of Octane 3.

      (2) A $20 month subscription includes a DCC plug-in (e.g. C4D) and dual GPU support.

      (3) A $60 month subscription includes multiple plug-ins and 20 GPU support.

  3. Hi Jules,
    I bought standalone Octane few years ago, when it was in version 1.x. Lately I thought to upgrade to version 3.x
    I’m mostly use it for hobby purposes, static scenes etc. Do you think this Unity version will be ok for me instead of standalone Octane?
    If I get standalone Octane, is there a way to integrate it with Unity or I have to have Unity plugin anyway?
    I’m thinking of getting $20 2-gpu subscription.

    What do you recommend?

    1. Hi Aleksander. Thanks for buying Octane so early in it’s development :)

      You can absolutely use Unity’s Octane integration as a full replacement for standalone. The full standalone UX system, ORBX import/export node graph, Octane native viewport are all exposed inside Unity Editor and have identical features to the full Octane 3.x standalone features with no limitations or restrictions, other than 1 GPU in the free version. You can go to the Unity store at any time and get a subscription to the $20 month Octane Studio with adds multi-GPU support and includes a DCC plug-in of your choice (including ORC for cloud rendering).

  4. Hi.

    In this post ‘live lightbaking’ is mentioned. This is something that I am really interested in.
    I want to try it out, but I have been unable to find a guide of how to use or activate this. It this in the Unity beta or is it available in a beta of Octane? How do I acces live baking? I did see the option to create a bake camera in the node editor…

    This is what I would like to do :

    1. Mark object(s) to render to a texture.
    2. Select a location to output the rendered texture to.
    3. Render textures
    4. Use renderered textures in a scene for low hardware impact mobile applications.

    I am used to this workflow through Maya in combination with Arnold. Are we able to do something similar in Octane in Unity?

    Thanks!

    1. Hi Simon – all great questions!

      2-4 are covered, as Octane PBR render target is able to directly be connected to one or more live Unity RenderTextures (which can then be saved to a file, or re-used by Unity itself)

      For (1), we are working on an automated system and UX in the next update (with OSL) that allows scenes to be prepared for multi-step (offline) or one-step (real time) GPU texture baking using Octane’s built in baking camera. This can be experimented with in the current release, but setup is a manual process more suitable for testing purposes while we make improvements to the front end (see my posts below for more information about the OSL camera and other roadmap details).

  5. I don’t know much about lighting, therefore I don’t know why this is so amazing, BUT i am currently downloading the docking bay demo to experiment :D

  6. Mille Grazie Jules, Beppe e OTOY team! Software fantastico!

  7. Why it’s not stated anywhere that this only works on PC for now, and not on Mac.

    Yes I know its coming to Mac too, when? Once it was stated not in the foreseeable future, thats seems so far away…

    1. MacOS is coming after we have OSL integration fully completed. From that point onward, Mac/PC are expected to be released and updated in tandem.

  8. Batch render of a timeline? Super integration! Bravo to the dev team that did that.

  9. Really exciting release, was looking forward to it since I saw it at Unite!
    I can’t get it to install via the asset, though. Facing some dll dependencies errors (like “Failed to load libfbxsdk.dll (). Errorcode: 87”)

    1. Same error i not understand why

    2. Hi Paulo, try installing the older version from the Octane->Settings->Version Control and then upgrade it.
      Worked for me on 2017.2.0f3

      1. Thank you Prafful, that was an easy workaround! :)

  10. Another use for this kind of rednering is outside the editor in pre-viz etc. (from your app/game) where you want to create a better rendered image of the scene to output. Any chance for a solution to this in future?

    1. A solution that works outside of Editor is currently planned after the Octane 4 Editor update rolls out next year.

  11. Is there some documentation or example scenes for the lightmapping feature that we can build upon?
    I loved the rendering speed of the system in beta, but the lightmapping capabilities is really something we’d love to use in production :D

    1. The baking camera itself is built into Octane. While it can be manually set up now with in this release (as some users have done), I would wait until we get to the next update (with the OSL baking camera and proper automation/UX) before using it beyond internal tests.

  12. With OctaneRender’s Lightmapper being in beta, is this going to replace Unity’s Progressive Lightmapper in the future?

    1. Once we add OSL integration in Unity (scheduled in the next update), there will be an OSL camera which can be used for many types of custom computational baking workflows. For example, a few lines of OSL shader code could capture irradiance and bent normal maps suitable for traditional light mapping systems. We are interested in building on this foundation to expose surface/volumetric light field baking tools (which have different cost/quality trade-offs relative to lightmapping + reflection probes – but you can mix and match these however you wish). The LF volumetric rendering system is further meant to blend seamlessly with Brigade’s real time path-tracing + real time AI denoiser (planned for Octane 4 next year). Octane 3.09, now in testing, will include a version of the AI denoiser for offline rendering inside Unity (and should also work with the OSL camera).

  13. matthew radford

    12월 15, 2017 8:33 오전

    Really awesome addition! This is going to be such an aid. Being able to make new textures right inside unity will be huge. Awesome new feature! Can’t wait for lightmapping!

  14. Really interested in the lightmapper but can I use it for actual games or only for cinematic stuff?

    1. Sure. It’s just a manual process at the moment. As per my other post regarding the OSL camera coming up shortly, we are working on making Octane support a general purpose pre-computing system that also leads to practical light field baking (and playback in game mode) of assets and scenes, after we get the workflow better automated in the Editor UX.

  15. Amazing! Well done Unity, Jules and Otoy!

    Just so you are all aware; Jules is a really kind and courteous guy who works really hard but is also happy to answer questions and assist whenever possible.

    It is rare to see this type of interaction from people in a similar position in other firms. His dedication to the cause is truly admirable.

    1. Thank you Marc! It’s truly a pleasure to talk to fellow Unity/Octane users here.

  16. This is a game changer for sure!! Thanks to the team!

  17. What I am most interested in with all this is the GPU lightmapper, but I haven’t been able to figure out where it is or how to use it. Are there any instructions available?

  18. Hakan Karaduman

    12월 14, 2017 9:16 오후

    Great news! I have e few questions.
    Will this include the AI denoising feature when it’s out?
    Can we render out single frame renders with the recorder?
    Is there a resolution limit to renders or any watermark?
    Can I use AI denoise feature with a GTX 780 TI or what are the requirements?
    Are all the features from Octane standalone included with the free unity plugin?

    1. Will this include the AI denoising feature when it’s out? – YES
      Can we render out single frame renders with the recorder? – YES
      Is there a resolution limit to renders or any watermark? – NOPE! :)
      Can I use AI denoise feature with a GTX 780 TI or what are the requirements? – Kepler (maybe) and for sure Maxwell, Pascal, Volta GPUs and Hawswell (AVX2) level CPU
      Are all the features from Octane standalone included with the free unity plugin?

    2. Are all the features from Octane standalone included with the free unity plugin?

      Yes, and you also get the entire Standalone app framework and UX inside Unity Editor. We also support import and export of ORBX in the free version too :)

      1. but you need to buy Octane license which is cheap $399/seat

        1. Hakan Karaduman

          12월 15, 2017 1:10 오후

          No it doesn’t require the standalone license if I understand correct. That is awesome collaboration between unity and otoy. Thanks Jules for the response.

        2. woooooooooow I had to install it to believe it ! free up to one GPU – that’s pretty nuts when you know the quality of this renderer.

  19. This is really nice news! Tested the beta and it’s blazing fast! Thanks so much for bringing ths to us :)

  20. I am so excited to share our first commercial release of Octane for Unity with everyone! This integration marks an important milestone for OTOY and Unity after a lot of hard work and planning. It is a foundation for many exciting updates we will be rolling out to subscribers in 2018!.

    Octane is a cinematic renderer used across film, television, games, advertising, product design, and architectural visualization, and works with a full integration in dozens of authoring tools from Cinema 4D to Maya…and now Unity!

    I am really proud of the fact that Octane in Unity is the world’s first built-in integration of a cinematic GPU path tracer hooked into the core of a game engine. With GPU light field baking, Brigade and real time denoising coming in our 2018 updates – the future finally feels like it’s arrived at our doorsteps (…next stop – the Holodeck!).

    Looking forward to seeing what the world will do with this :)

    Jules Urbach, CEO and Co-Founder of OTOY

    P.S. . I am also very active on FB, Unity and OTOY forums, and happy to help fellow users and answer questions!

    1. Thanks for making yourself available. Much appreciated.

    2. Do you think rendering in game mode will be released in 2018? So that it could be used for VR games etc?

      1. Yes, and earlier than later in 2018.

  21. looks great, no more rendering in an external engine yet having my game made in another! looking forward to making cutscenes using this

    1. And how you will made 3d models without other modelling software? Most useless feature for game engine imho

      1. Today’s launch of Octane Studio and Octane Creator on the Unity store gives Unity users access to all the tools they need to connect Octane for Unity with every major DCC and 3D authoring tool: Maya, 3DS Max (w/ Vray material conversion), Blender, Modo, Cinema 4D, Lightwave, Sketchup, Revit, Rhino, XSI and many, many more. For a partial (and growing) list, check out docs.otoy.com.

        This workflow allows all lighting, animation, textures, hair, fur materials, scene data, volmetrics and more to be imported (and exported) between Octane for Unity and each one of these key 3D tools. In Octane for Unity all existing assets, standard materials and lights and more can be blended seamlessly with content form these dozens of other tools with Octane support.

        It is also important to recognize that many artists work from models created by others, so they can focus assembling scenes, lighting, layout and materials in a higher level part of the toolchain, often using free or commercial assets available online. Unity is now at the point where it is a full fledged DCC tool, powered by Cinemachine, timeline and Alembic importing, even prior to Octane integration. This workflow is driving Unity authored cinematic content – see Adam – from major film directors like Neill Blomkamp (ADAM). Octane wil take this pipeline all the way to full cinematic quality not just in 2D but in VR/AR, games and more.

        It is also important to note that even simple assets and models look amazing out of the box when they are loaded with Unity + Octane. Everything from Cinematic VR content to baking can be improved and sped up with Octane driving the rendering process.

        Here is a more in depth post I shared in the Octane FB group about today’s launch:

        https://www.facebook.com/groups/OctaneRender/permalink/912008548976224/

        And here is a video of my Unite Austin talk discussing our roadmap for next year and beyond:

        https://www.youtube.com/watch?v=XumHObY8lJc

        – Jules