Octane 2020.2.RC5 for Unreal Engine - v0.41: Unreal 4.26

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Octane 2020.2.RC5 for Unreal Engine - v0.41: Unreal 4.26

Postby ChrisHekman » Tue Dec 15, 2020 6:09 pm

ChrisHekman Tue Dec 15, 2020 6:09 pm
Octane for Unreal Engine 0.41
Changes:
  • Added Unreal 4.26 support
  • Updated to Octane 2020.2.RC5
  • Added virtual texture support (Can save memory footprint on the gpu on the unreal side)
  • Reworked export active renderpass and export render passes GUI
  • Various minor node editor and node inspector improvments
  • Added blueprint function that sets octane animation time (is overridden in sequencer)
  • Added support for the material nodes: SmoothStep, InverseLinearInterpolate, Step

Fixes:
  • Fixed hard crash when using virtual textures
  • Fixed hard crash when setting parent on an octane material
  • Fixed hard crash in octane node editor in unreal


UE 4.26
Studio Installer: https://www.otoyserver.com/unrealengine ... UE4_26.exe
Enterprise Installer: https://www.otoyserver.com/unrealengine ... UE4_26.exe
Free Version Installer: https://www.otoyserver.com/unrealengine ... UE4_26.exe

UE 4.25
Studio Installer: https://www.otoyserver.com/unrealengine ... UE4_25.exe
Enterprise Installer: https://www.otoyserver.com/unrealengine ... UE4_25.exe
Free Version Installer: https://www.otoyserver.com/unrealengine ... UE4_25.exe

UE 4.24
Studio Installer: https://www.otoyserver.com/unrealengine ... UE4_24.exe
Enterprise Installer: https://www.otoyserver.com/unrealengine ... UE4_24.exe
Free Version Installer: https://www.otoyserver.com/unrealengine ... UE4_24.exe
Last edited by ChrisHekman on Mon Jul 19, 2021 10:18 am, edited 1 time in total.
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Re: Octane 2020.2.RC5 for Unreal Engine - v0.41: Unreal 4.26

Postby mrfactory » Fri Jan 01, 2021 10:27 am

mrfactory Fri Jan 01, 2021 10:27 am
Hello Chris

Please implement Lightmaps baking inside UE4, tested GPU Lightmass against Octane Render, and it is still very bad.

1-No Multi-GPU support = Still very slow if it is needed to reach production quality.
2-No Unbiased Render = Need a very time consuming tweaking to get photo-real results.
3-Very poor control of render engine parameters = Can't adjust quality to projects needs.
4-Lot's of render artifacts = There are lots of artifacts very difficult to find workaround and hacks
5-Needs a difficult to find artist to get hyper realistic results = It need a very experienced artist to know all the tricks, cheats, hacks, workarounds to get photo real result.
6-Problems of color workflow = Even using UE4 OCIO support, still lots of problems to get color consistence to render the UE4 project for color grading.
7-Since there is no Multi-GPU support, cant take advantage of GPU Render Farms.
8-Checked the load for GPU, it's not optimized, working only at 50%.
9-Bad 3d Scene interoperability. Even with USD is only intended for import, lack a ORBX scene approach to share the scene between different DCC tools.
10-Lots of problems supporting big big texture maps such 32K or higher = With octane you can support big texture maps without problems even with DDS compression.

I truly believe there is a good opportunity for Octane Render as an alternate Render Engine for UE4, even more if we take into account the growth of virtual production.

Happy new year.

Best Regards

Oscar
Attachments
2021-01-01 11.25.30.jpg
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Re: Octane 2020.2.RC5 for Unreal Engine - v0.41: Unreal 4.26

Postby ChrisHekman » Mon Jan 04, 2021 3:15 pm

ChrisHekman Mon Jan 04, 2021 3:15 pm
Thanks for the write-up. Ive checked it out myself and mostly concur with your opinion here.

4-Lot's of render artifacts = There are lots of artifacts very difficult to find workaround and hacks

Is this only with GPU lightmass? or is this a general issue with lightmass and lightmapping in unreal?
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Re: Octane 2020.2.RC5 for Unreal Engine - v0.41: Unreal 4.26

Postby Funkdigit » Tue Jan 05, 2021 10:54 am

Funkdigit Tue Jan 05, 2021 10:54 am
This is great - Denoiser now enabled on '30 series RTX, (3090 tested here), and working in 4.26

Thankyou -
:)
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Re: Octane 2020.2.RC5 for Unreal Engine - v0.41: Unreal 4.26

Postby mrfactory » Thu Jan 07, 2021 8:10 am

mrfactory Thu Jan 07, 2021 8:10 am
ChrisHekman wrote:Thanks for the write-up. Ive checked it out myself and mostly concur with your opinion here.

4-Lot's of render artifacts = There are lots of artifacts very difficult to find workaround and hacks

Is this only with GPU lightmass? or is this a general issue with lightmass and lightmapping in unreal?


There are lots of artifacts in both, GPU Lightmass and Lightmass. Supposedly new UE4 4.26 GPU Lightmass is based on Luoshuang's development, but we obtain much better quality with original GPU Lightmass https://forums.unrealengine.com/develop ... ss/page131 (there is new version 4.26) you can compare both (Luoshuang's 4.26 GPU Lightmass replaces CPU Lightmass while you can use UE4's GPU Lightmass and compare both, you will see the difference). With Luoshuang GPU Lighmass you can modify Engine/Config/BaseLighmass, to reach better render quality. At the end of the config there are these parameters, i've modified.

[DevOptions.GPULightmass]
NumPrimaryGISamples=64
NumSecondaryGISamples=64
FireflyClampingThreshold=1000000

With [DevOptions.GPULightmass] settings and world settings: static lightning level scale=0.1, indirect lighting bounces=100, sky indirect lightning bounces=100, indirect lightning quality=10. We get a reasonable quality with Luoshuang GPU lightmass. Find attached a fast test from UE4 downloaded scene.

With this approach we can use OctaneRender UE4 plugin as a Ground Truth reference and then we try to replicate the same color and light in UE4, so that we use UE4 baked scene for Previz and we use OctaneRender for final render. We are testing right now this workflow, but is quite awkward, and difficult to get almost the same colors, lights, and results. We are building one scene from scratch with Luoshuang GPU Lightmass) and OctaneRender plugin to test this workflow. Meanwhile, in production we are still stuck to bake the whole scene in OctaneRender and then render by pases (diffuse beauty pass, roughness material pass, tangent normal, displacement material pass...) and then import all pases to UE4, this process is very tough and time consuming. We are very excited with Brigade launch or if you finally support lightmaps bake within OctaneRender plugin for UE4 (please do).

An example of our painfull baking process octane-UE4. https://vimeo.com/457778383/18729c9e32

Best Regards

Oscar Olarte
Attachments
2021-01-07 08.58.55.jpg
Downloaded test scene, using Luoshuang GPU lightmass with high quality settings, using OctaneRender as a GroundTruth reference.
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Re: Octane 2020.2.RC5 for Unreal Engine - v0.41: Unreal 4.26

Postby EvolverInteractive » Thu Jan 07, 2021 7:39 pm

EvolverInteractive Thu Jan 07, 2021 7:39 pm
No VRay has a Gpu lightmass in Unreal also
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Postby CoinBitKip » Thu Jan 21, 2021 9:42 pm

CoinBitKip Thu Jan 21, 2021 9:42 pm
damn that is a lot of data to respond to i hope unreal is up for it. looking really cool... i guess its not bitwig api anymore but the way in this world is to find one looking forward to seeing what you are doing in UE. Im about to dive into some unity for some visualizers myself.
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Re: Octane 2020.2.RC5 for Unreal Engine - v0.41: Unreal 4.26

Postby mrfactory » Fri Mar 05, 2021 9:21 am

mrfactory Fri Mar 05, 2021 9:21 am
Hello Chris

There is a bug when importing 16K EXR to map a texture environment in octane render for UE4. We have to flip vertically and horizontally the image.

We are right now very happy with the OctaneRender plugin for UE4, we can Previz with UE4 copying as much as possible the OctaneRender reference Ground Truth and then render the backgrounds once finish the shooting, frame by frame, with OctaneRender.

Still we have lots of problems with UE4, the excess color bleeding in UE4 among many others. The best should be having the possibility to build bake lightmaps with OctaneRender for UE4, so that the color and the quality is almost the same (at least in diffuse maps). This should reduce the need for render frame by frame, cause we would render only whats needed, let's say wide shots, mid shots and close shots we low DOF there will be no need to render frame by frame since the color and the quality is almost the same for OctaneRender and OctaneRender Baked Scene for UE4.

Best
Attachments
Previz_UE4_OctaneRender.jpg
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Re: Octane 2020.2.RC5 for Unreal Engine - v0.41: Unreal 4.26

Postby PeterBikki » Fri Mar 19, 2021 1:08 pm

PeterBikki Fri Mar 19, 2021 1:08 pm
Hi,

I can't get it to work, I'm using 4.26.1 with the installer provided above. UE: new blank project, default "Main" map unfortunately fails to render, gives this in the output log:
OctanePlugin: FailureCallback: 0000000000000000 (every tick)

If I open the Octane "Preferences" window, I get this error (every tick):
OctanePlugin: Error: Device index out of bounds: 0, max 4294967295
OctanePlugin: Error: Device index out of bounds: 4294967295, max 4294967295

I used a fair amount of Octane Unreal plugins, this is the first time it doesn't Launch correctly.


Thanks in advance,
Peter

edit: AFAIK the problem is with 4.26.1, I should wait for a plugin update.
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Re: Octane 2020.2.RC5 for Unreal Engine - v0.41: Unreal 4.26

Postby mrfactory » Sat Mar 20, 2021 7:52 am

mrfactory Sat Mar 20, 2021 7:52 am
Hello Peter, I use Octane Render plugin with UE 4.26.1 and it works perfectly. Quite stable.

I've tested with a 10x RTX 2080 TI workstations (TYAN HPC servers), and RTX 3090 in other workstations (HP Z8), tested also with NVIDIA Quadros RTX 6000 HP z8, and even with NVIDIA Quadro GP100 (pascal) HP z8. All work perfectly.

Quite happy with the Octane Render plugin for UE4.

The main problem i have is can't rotate in all axis the Octane Render Texture Environment for HDRI.

Best
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