Good Morning,
I am after some much needed help. We have been using Octane for UE4 to export an Orbx scene, which we upload to the RNDR service to render. With this particular project, we are getting a very strange issue where the majority of materials are showing very incorrectly, mostly block colours seemingly chosen at random. The below four images show the problem, showing an image of the scene in UE4 and the correlating render from RNDR.
Note* both renders from RNDR are the same project, but different orbx files.
https://i.imgur.com/KIkpDcj.png
https://i.imgur.com/b5628Bv.jpeg
https://i.imgur.com/4eYvmZS.jpeg
https://i.imgur.com/A1zlP89.jpg
Below are the steps we’ve taken to produce the renders:
Process:
1. Export scene as ORBX from UE4 (12.9gb) with all levels visible:
https://i.imgur.com/tjAqDmp.png
2. Import scene to Octane Standalone (tried both version 2020.1.4 and 2020.1.5)
3. Create two glass materials from the Octane library and connect them to geometry as shown below:
https://i.imgur.com/q2tYcYk.png
4. Select all rectangular lights and disable ‘visible on specular’:
https://i.imgur.com/vvFDCPV.png
5. Connect render target to geometry group and configure as shown:
https://i.imgur.com/j9xcjN9.png and https://i.imgur.com/FXCfbAW.png (this image is hard to show)
6. Save and upload scene to RNDR network
7. Create job (tried multiple formats)
For reference, below is a reflection pass for one of the jobs:
https://i.imgur.com/cyb3O3V.png
Below are the troubleshooting steps we’ve taken:
1. Exporting only a few levels from UE4 at a time (always with the building and the lighting setup) to identify if a particular level is causing the problem. Rendered with Render Targets configured for our project and with default Render Target setup. Every export rendered without issue both in Octane Standalone and on RNDR.
2. Disabling all crypto passes on the Render Target with the full scene. Same issue.
3. Changing glass materials to a few different configurations on the full project: coloured glass, acrylic, mixed coloured plastic and mirror. Same result.
4. Exporting some geometry and their materials to a blank UE4 project, exporting to ORBX, uploading to RNDR. No issues.
5. Exporting the project to a blank UE4 project so only the assets in the level came over, doing the same steps as mentioned in ‘Process’. Same issue.
Potentially helpful information:
1. Some assets in the scene are not experiencing the issue, see below image for markup:
https://i.imgur.com/ceYU4qI.jpg
b. All of the materials we use in UE4 are instances of a few master materials we’ve made. The main difference between the objects that have the issue and those that don’t seem to be their normal and roughness textures. Those that don’t have the issue are using the default normal and default roughness map (see below)
https://i.imgur.com/iIyO9Bm.png
2. As a control, we uploaded the ORBX file that came straight from the engine without any changes in Octane Standalone except for creating three Render Targets, each configured differently. Two are still rendering, but the below image show a default Render Target, which interestingly does not have the issue.
https://i.imgur.com/eN50I9S.jpg
3. The full scene is too large to render in standalone on any of our machines (so can only test on RNDR)
4. The below response from the RNDR team, stating that the reason it is failing on multiple different nodes is because they are running out of Vram, but they don’t know what the materials are having the issue we are experiencing.
https://i.imgur.com/bS0cslF.png
This is a very big problem for us, this project is for a client and it’s a really big opportunity for us. We’ve already spent over a week trying to fix this so we’re already late on delivery, if anyone can help us out we would be extremely grateful!
Thank you!
Shez Dunn