Octane 2023.1 for Unreal Engine - 0.71

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Re: Octane 2023.1 for Unreal Engine - 0.71

Postby warpdrive » Mon Dec 11, 2023 9:38 am

warpdrive Mon Dec 11, 2023 9:38 am
ChrisHekman wrote:
warpdrive wrote:Well... unfortunately Octane Render is currently unsuitable for Unreal Engine. Usually Unreal Engine does not use this for rendering characters or archives. This is an engine for creating an open world with thousands of textures, materials and objects. Unfortunately, Octane Render cannot work with a large number of textures and crashes. I tried to optimize the scene for four days, I even reduced the textures to 128*128, but it didn’t help.
Question to the developers: How did you test Octane in UE? On empty stages? Because in other scenes he crashes. :cry:


Going over the memory limit should not always create a crash. There might be a bug that causes the crashes that we havnt encountered during testing. Could you provide us with one of your scenes that crashes?

Additionally, work is being done for Octane to work better with large scenes in the future which would make the unreal plugin work much better.


No problem! I can provide the entire project. But...it takes up 50 GB. Which file hosting service can I upload it to?
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Re: Octane 2023.1 for Unreal Engine - 0.71

Postby ChrisHekman » Mon Dec 11, 2023 12:29 pm

ChrisHekman Mon Dec 11, 2023 12:29 pm
warpdrive wrote:
ChrisHekman wrote:
warpdrive wrote:Well... unfortunately Octane Render is currently unsuitable for Unreal Engine. Usually Unreal Engine does not use this for rendering characters or archives. This is an engine for creating an open world with thousands of textures, materials and objects. Unfortunately, Octane Render cannot work with a large number of textures and crashes. I tried to optimize the scene for four days, I even reduced the textures to 128*128, but it didn’t help.
Question to the developers: How did you test Octane in UE? On empty stages? Because in other scenes he crashes. :cry:


Going over the memory limit should not always create a crash. There might be a bug that causes the crashes that we havnt encountered during testing. Could you provide us with one of your scenes that crashes?

Additionally, work is being done for Octane to work better with large scenes in the future which would make the unreal plugin work much better.


No problem! I can provide the entire project. But...it takes up 50 GB. Which file hosting service can I upload it to?


You can migrate out assets from your project without having to give me the entire 50gb project
https://docs.unrealengine.com/4.26/en-U ... e/Migrate/
Use this guide on a (small) example level that shows the crash, and then send me the migrated assets as a zip via google drive
ChrisHekman
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Re: Octane 2023.1 for Unreal Engine - 0.71

Postby warpdrive » Tue Dec 12, 2023 5:37 pm

warpdrive Tue Dec 12, 2023 5:37 pm
Done!
https://drive.google.com/file/d/1egGJ5hbaz1to0D4GIsevZWsDe_hIDx6e/view?usp=drive_link

I trimmed the project as much as possible.
My Setup is UE5.2, RTX4080, 64GB RAM, Ryzen 7 5800

Best Regards!
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Re: Octane 2023.1 for Unreal Engine - 0.71

Postby ChrisHekman » Thu Dec 14, 2023 1:41 pm

ChrisHekman Thu Dec 14, 2023 1:41 pm
warpdrive wrote:Done!
https://drive.google.com/file/d/1egGJ5hbaz1to0D4GIsevZWsDe_hIDx6e/view?usp=drive_link

I trimmed the project as much as possible.
My Setup is UE5.2, RTX4080, 64GB RAM, Ryzen 7 5800

Best Regards!



Thanks, seems like there was a crash on the plugin side for this scene. This will be fixed in the next build.
Additionally ive used your scene to fix some performance issues, so the next build should also be much faster to load scenes
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Re: Octane 2023.1 for Unreal Engine - 0.71

Postby warpdrive » Thu Dec 14, 2023 5:18 pm

warpdrive Thu Dec 14, 2023 5:18 pm
ChrisHekman wrote:
warpdrive wrote:Done!
https://drive.google.com/file/d/1egGJ5hbaz1to0D4GIsevZWsDe_hIDx6e/view?usp=drive_link

I trimmed the project as much as possible.
My Setup is UE5.2, RTX4080, 64GB RAM, Ryzen 7 5800

Best Regards!



Thanks, seems like there was a crash on the plugin side for this scene. This will be fixed in the next build.
Additionally ive used your scene to fix some performance issues, so the next build should also be much faster to load scenes


I'm glad to help!

Sorry Chris, but I've discovered another bug. :D
The Button Save current passes on the disk, which saves AOVs. So, when I click it and select Save multilayer EXR, the multilayer EXR is not saved. Only one Ambient Occlusion AOV is saved. But i added 14 AOVs. I tested this on simple scenes consisting of three cubes. And only Ambient Occlusion is always saved. :shock:
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Re: Octane 2023.1 for Unreal Engine - 0.71

Postby solomon » Fri Dec 29, 2023 4:23 pm

solomon Fri Dec 29, 2023 4:23 pm
ChrisHekman wrote:
solomon wrote:Thanks for the update. Is the MetaHuman skin shader supported? currently in in UE 5.3, its rendering black



This seems to be a bug in Unreal itself. The material function MF_HeadMask_TexArraySample has an incorrect texture sample node. When you set it to linear the material works


Thank you, yes, it does indeed work when I do that. Will this be fixed in future versions?
Solomon W. Jagwe
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Re: Octane 2023.1 for Unreal Engine - 0.71

Postby ChrisHekman » Tue Jan 02, 2024 2:42 pm

ChrisHekman Tue Jan 02, 2024 2:42 pm
warpdrive wrote:
ChrisHekman wrote:
warpdrive wrote:Done!
https://drive.google.com/file/d/1egGJ5hbaz1to0D4GIsevZWsDe_hIDx6e/view?usp=drive_link

I trimmed the project as much as possible.
My Setup is UE5.2, RTX4080, 64GB RAM, Ryzen 7 5800

Best Regards!



Thanks, seems like there was a crash on the plugin side for this scene. This will be fixed in the next build.
Additionally ive used your scene to fix some performance issues, so the next build should also be much faster to load scenes


I'm glad to help!

Sorry Chris, but I've discovered another bug. :D
The Button Save current passes on the disk, which saves AOVs. So, when I click it and select Save multilayer EXR, the multilayer EXR is not saved. Only one Ambient Occlusion AOV is saved. But i added 14 AOVs. I tested this on simple scenes consisting of three cubes. And only Ambient Occlusion is always saved. :shock:


Thanks, this issue has also been fixed and will be in the next build
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