They advertise the ability to have almost trillions of polygons in a scene without a hiccup.Īlso, the shading groups system appears to make automatic choices about materials and shading with your objects based on what group you put them in. However, the ability to do it without using up all the VRAM in the world is a huge plus. This is a huge feature with OctaneRender, and people love Octane's scattering abilities. With the scattering tools, it appears that you can basically just scatter essentially however many you want of something. There are a few key things that I love about what I'm seeing with Clarisse-the scattering tools, and the shading groups. In the below video, Andrey Lebrov breaks the whole thing down fantastically. With Clarisse, it appears that you get a fully-featured DCC (digital content creation) tool, a command line render system, and a node-based workflow from render all the way through compositing. Say what you will about Nolan and VFX, but if it's good enough for him, it's good enough for me. It's credited in the last Star Wars, some Marvel Films, and Tenet. Still not sold? Well, it's been used in hundreds of films (some of them with Academy Awards for VFX). So you can make entire dense forests or cityscapes while still maintaining a fully interactive viewport. They've had this software available since well before the recent Unreal 5 nanite technology, which is similar, but still seems a bit behind Clarisse. Meaning there is an almost infinite level to the amount of detail and models you can throw into a scene. Well, they have a software called Clarisse iFX, which is said to have virtually zero polygon limits. When I first heard about it, I got a little obsessed and dug in as hard as I could. You ever heard of Isotropix? I hadn't, until a couple of days ago. And this is a piece of software that I've never even heard of until today.
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