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Re: Octane 2019 For Unreal Engine - v0.25: Octane 2019.1.1

PostPosted: Fri Oct 18, 2019 3:05 pm
by ABarsegov
Hi! I have an issue with a sequencer. The only resolution I can render my animation is 320x240. If I set a higher resolution it hangs on frame 0 with 128 of 128 samples and never goes on.
In the Octane Viewport render is also never finished if resolution is higher than 320x240. It shows "(rendering...)" instead of "(finished)" forever:

Image

I have GTX 650 with only 2GB of VRAM, may be that's the case.

Re: Octane 2019 For Unreal Engine - v0.25: Octane 2019.1.1

PostPosted: Fri Oct 18, 2019 6:29 pm
by villagefeatures
Thanks for the update Chris, Octane for Unreal is coming along very nicely.

Do you have a general idea when the landscape will be supported? That is really the only thing keeping me from using Octane for Unreal in production right now.

Re: Octane 2019 For Unreal Engine - v0.25: Octane 2019.1.1

PostPosted: Wed Oct 23, 2019 8:34 am
by ChrisHekman
villagefeatures wrote:Thanks for the update Chris, Octane for Unreal is coming along very nicely.

Do you have a general idea when the landscape will be supported? That is really the only thing keeping me from using Octane for Unreal in production right now.


Landscape is the next major feature on the list after ORBX loading (Converting octane scene to unreal assets).

Re: camera visibility

PostPosted: Wed Oct 23, 2019 8:42 am
by ChrisHekman
teammach wrote:visible in Rendering works now as it should. thanks Chris. But is there a flag where i can set the camera visibilty on and off? would be helpfull for lightblocking planes
that shouldnt be visble for camera but casts shadows and so on.

thanks
rob


Yes.
- Select the Mesh Component you want to turn invisible to the camera
- In the details panel, press the green add component button
- Search for octane objectlayer and add the OctaneObjectLyaerComponent
- Select the new component and turn camera visibility off.

Re: Octane 2019 For Unreal Engine - v0.25: Octane 2019.1.1

PostPosted: Wed Oct 23, 2019 9:31 am
by ChrisHekman
ABarsegov wrote:Hi! I have an issue with a sequencer. The only resolution I can render my animation is 320x240. If I set a higher resolution it hangs on frame 0 with 128 of 128 samples and never goes on.
In the Octane Viewport render is also never finished if resolution is higher than 320x240. It shows "(rendering...)" instead of "(finished)" forever:

I have GTX 650 with only 2GB of VRAM, may be that's the case.


I would definitely advice you to upgrade if you are still on a 650. Just for quality of life reasons. You can get a gtx1050 for around 130 euro atm.
That aside, does it also never finish when you turn the denoiser off? (you can turn the denoiser off in the imager on the rendertarget)

Re: Octane 2019 For Unreal Engine - v0.25: Octane 2019.1.1

PostPosted: Wed Oct 23, 2019 2:43 pm
by ABarsegov
ChrisHekman wrote:I would definitely advice you to upgrade if you are still on a 650. Just for quality of life reasons. You can get a gtx1050 for around 130 euro atm.

Yes, I've already bought a 2060S and it's fine. Thank you for reply!
ChrisHekman wrote:
That aside, does it also never finish when you turn the denoiser off? (you can turn the denoiser off in the imager on the rendertarget)

Can't check this for now.

Re: Octane 2019 For Unreal Engine - v0.25: Octane 2019.1.1

PostPosted: Wed Oct 23, 2019 7:30 pm
by villagefeatures
ChrisHekman wrote:
villagefeatures wrote:Thanks for the update Chris, Octane for Unreal is coming along very nicely.

Do you have a general idea when the landscape will be supported? That is really the only thing keeping me from using Octane for Unreal in production right now.


Landscape is the next major feature on the list after ORBX loading (Converting octane scene to unreal assets).


Thanks for the update, very excited about that as well since I have quite a few scenes saved in ORBX format.

Re: Octane 2019 For Unreal Engine - v0.25: Octane 2019.1.1

PostPosted: Sat Nov 02, 2019 9:41 am
by Notiusweb
Hi Chris,
I imported an FBX externally and then tried to ORBX in materials from standalone.
I am having a problem with UV placement, so I figured, no worries, I'll just use the material's Transform Value in UE4 Octane to find the correct rotation or translation, and then I can map that onto the entire ORBX at import time.

ISSUE:
Only Scale works, but Rotation and Translation do not function in Material Editor in plugin.
If I mod the Rotation and Translation values, nothing happens.


THX!

EDIT:
Something strange additionally, when I did export out scene as orbx, I could apply the material fine, with no need for remapping UV-wise.
Maybe something corruptive happens with the import and UV placement of the material by the plugin?

Re: Octane 2019 For Unreal Engine - v0.25: Octane 2019.1.1

PostPosted: Mon Nov 04, 2019 3:25 am
by Notiusweb
Chris, here is a quick example:

1) I create an Orbx in Octane on primitive with a number grid material, set with default material Transform Value
Grid_Standalone.jpg


2) I import in as ORBX from Standalone to plugin, so far so good
Grid_Plugin.0.jpg


3) I likewise (a) copy the material from that ORBX and create into a new Octane material.
I then (b) apply that material to a primitive cube in UE4
The grid texture is scaled differently when applied to the cube, and it inversed for some reason. In any event, it is not sitting on the UE4 cube the same as it is sat on the ORBX's Standalone Primitive cube
Grid_Plugin.1.jpg


4) If I try to adjust with transform values, I can't modify the material, except for Translation-X.
And Translation-X only works when scaled up....
But then it's still inversed, and I can't rotate it, so it's screwy
Grid_Plugin.2.jpg


Grid_Plugin.3.jpg



******
What I would like to happen is have the material sit same if the mesh has the same shape, even if scale is different.

THX!

Re: Octane 2019 For Unreal Engine - v0.25: Octane 2019.1.1

PostPosted: Mon Nov 04, 2019 6:18 pm
by Notiusweb
So strange, when I next export back this now 2-cube scene from UE4 to Octane Standalone, the UE4 created cube is still warped, and texture inversion matches the issue in the plugin.
It's like there is something mirror going on with the UVs in UE4. I blame UE4 here.

Because, even If I completely disconnect the UE4 cube from its screwy pasted on plugin material, and then paste on a whole new simple Diffuse in the Octane Standalone, it's still messed up.
So, like the material the whole time is always fine in all circumstances.
Just somehow meshes from UE4 have some UV distortion thing going on that is preventing Octane standalone materials from being directly imported onto them.