Octane 2019 For Unreal Engine - 0.21

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Re: Octane 2019 For Unreal Engine - 0.21

Postby adsovonmelk » Thu Sep 05, 2019 10:22 am

adsovonmelk Thu Sep 05, 2019 10:22 am
When can we expect Octane for UE 4.23?
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Re: Octane 2019 For Unreal Engine - 0.21

Postby EvolverInteractive » Thu Sep 05, 2019 5:02 pm

EvolverInteractive Thu Sep 05, 2019 5:02 pm
1. Save Denoise = Render Movie Settings - Octane Settings - Save Enable Passes & Save Denoised Main Pass if Available- Check both
2. Movie not moving forward - Render Movie Setting - General - Filename Format - Put the name and add {frame} so it saves the next frame number
3. If it is still not moving forward - Make sure you have selected the Camera Cuts and is active in the view port

This is better than my getto hack : Thanks for making me obsolete.
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Re: Octane 2019 For Unreal Engine - 0.21

Postby EvolverInteractive » Thu Sep 05, 2019 5:11 pm

EvolverInteractive Thu Sep 05, 2019 5:11 pm
In the render setting select both Save Enable Passes and Save Denoised Main Pass if Available.

If you only check Save Denoised Main Pass it will only save a denoised pass every so often, I tested it with Samsung Evo Pro NMVE and still nothing
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Re: Octane 2019 For Unreal Engine - 0.21

Postby ChrisHekman » Thu Sep 05, 2019 7:05 pm

ChrisHekman Thu Sep 05, 2019 7:05 pm
solomon wrote:
ChrisHekman wrote:
solomon wrote:rendering sequences doesn't seem to be working..


Could you give more information?


when rendering, it seems like UE is not giving Octane time to complete the rendering of the frame, so when you render, it comes out as grainy sequences but without the complete animation


This should be fixed in the new build which was just released.
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Re: Octane 2019 For Unreal Engine - 0.21

Postby ChrisHekman » Thu Sep 05, 2019 7:09 pm

ChrisHekman Thu Sep 05, 2019 7:09 pm
EvolverInteractive wrote:1. Save Denoise = Render Movie Settings - Octane Settings - Save Enable Passes & Save Denoised Main Pass if Available- Check both
2. Movie not moving forward - Render Movie Setting - General - Filename Format - Put the name and add {frame} so it saves the next frame number
3. If it is still not moving forward - Make sure you have selected the Camera Cuts and is active in the view port

This is better than my getto hack : Thanks for making me obsolete.


Could you explain what you mean with point three? The RT should automatically pick up the active camera.
On two, im not sure why unreal removes {frame} from the format, ill check again if it can default to include {frame}

EvolverInteractive wrote:In the render setting select both Save Enable Passes and Save Denoised Main Pass if Available.

If you only check Save Denoised Main Pass it will only save a denoised pass every so often, I tested it with Samsung Evo Pro NMVE and still nothing


This should be fixed in the latest build that was just released.
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Re: Octane 2019 For Unreal Engine - 0.21

Postby ChrisHekman » Thu Sep 05, 2019 7:09 pm

ChrisHekman Thu Sep 05, 2019 7:09 pm
adsovonmelk wrote:When can we expect Octane for UE 4.23?


Its comming.
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Re: Octane 2019 For Unreal Engine - 0.21

Postby ChrisHekman » Thu Sep 05, 2019 7:12 pm

ChrisHekman Thu Sep 05, 2019 7:12 pm
StyleMarshal wrote:Super , thanx for the quick answer and hotfix :-)


imported ORBX files should now be animated when rendering with the sequencer in the latest build, 0.22
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Re: Octane 2019 For Unreal Engine - 0.21

Postby hcenteno » Sat Sep 07, 2019 8:31 pm

hcenteno Sat Sep 07, 2019 8:31 pm
This is great! Thank you. I was wondering if we could get a 4.23 compatible build (latest UE4 release)?
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Re: Octane 2019 For Unreal Engine - 0.21

Postby ChrisHekman » Tue Sep 10, 2019 4:14 pm

ChrisHekman Tue Sep 10, 2019 4:14 pm
hcenteno wrote:This is great! Thank you. I was wondering if we could get a 4.23 compatible build (latest UE4 release)?


I have released a compatibale build.
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