I will change the drivers and do some testing over the next few days. My crashes were mostly in Octane so either its the driver or I probably have a bad card. If a different driver let's me save the Octane output when the gpu fails that would still be helpful.
Thanks,
Octane v3 baked maps & UE4
- gabrielefx
- Posts: 1701
- Joined: Wed Sep 28, 2011 2:00 pm
Hi developers,
do you think it's possible to use Octane 3.0 baking feature within Shaderforge and Unity 5?
Does Octane 3.0 compile compatible shaders?
Also...
I think you could embed Octane 3.0 directly in Unity 5 to bake everything.
Unity 5.0 it's easier to learn and more flexible.
regards
do you think it's possible to use Octane 3.0 baking feature within Shaderforge and Unity 5?
Does Octane 3.0 compile compatible shaders?
Also...
I think you could embed Octane 3.0 directly in Unity 5 to bake everything.
Unity 5.0 it's easier to learn and more flexible.
regards
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
Noted. We will be sharing our real time roadmap for 2016 at GTC.gabrielefx wrote:Hi developers,
do you think it's possible to use Octane 3.0 baking feature within Shaderforge and Unity 5?
Does Octane 3.0 compile compatible shaders?
Also...
I think you could embed Octane 3.0 directly in Unity 5 to bake everything.
Unity 5.0 it's easier to learn and more flexible.
regards
Sorry for the resurrection but I'm interested in any real-time related news. Has there been anything? I can't seem to find any news.
Ideally we would like a pre-rendered light-field like visualization in UE4 like the video you showed us 2 years ago (with the city in the office and the truck)
Ideally we would like a pre-rendered light-field like visualization in UE4 like the video you showed us 2 years ago (with the city in the office and the truck)
- ZombieDisco
- Posts: 23
- Joined: Mon Jul 20, 2015 9:26 pm
Hi Vimaxus! I'm glad you asked because we're getting very close!
I'm looking for Octane users who are familiar with arch vis in game engines to help us test actually. Initially I'd like to see what kind of assets you're using and then later on we'll probably do an open beta test.
If this sounds like you (or anyone else reading this) please email me at [email protected]!
I'm looking for Octane users who are familiar with arch vis in game engines to help us test actually. Initially I'd like to see what kind of assets you're using and then later on we'll probably do an open beta test.
If this sounds like you (or anyone else reading this) please email me at [email protected]!
- ristoraven
- Posts: 390
- Joined: Wed Jan 08, 2014 5:47 am
That's great news.
Instead of focusing how people have made these previously, I would strongly recommend that you take a lead and create a new way of doing these.
My suggestion would be to aim for optimized rendering with this combination: Quixel Suite --> UE4 ---> Octane.
Quixel maps are already making absolutely great UE4 scenes. Adding Octane on top of that...
Instead of focusing how people have made these previously, I would strongly recommend that you take a lead and create a new way of doing these.
My suggestion would be to aim for optimized rendering with this combination: Quixel Suite --> UE4 ---> Octane.
Quixel maps are already making absolutely great UE4 scenes. Adding Octane on top of that...

- ZombieDisco
- Posts: 23
- Joined: Mon Jul 20, 2015 9:26 pm
Hi Ristoraven! You're absolutely right. That's similar to the workflow I use as well. Fortunately Octane in UE doesn't mind where you got your assets from as long as they're suitable for a game engine scene.
Just from talking to a few people from here the biggest hurdle is going to be switching from traditional arch vis geometry to something more suitable for game engines. Most arch vis scenes are fairly limited in scope so their high polygon counts aren't as big a deal, but we're still facing a couple of challenges in that regard as UE itself has some limits on geometry detail. If a user has never had to deal with this barrier to entry before or only has high poly assets it can be quite challenging and tedious altering your workflow or re-creating past work, but we're tackling it in a number of ways.
If you've familiar with UE then you're just going to have a great time using it with Octane. So far in my testing Octane is a lot more interactive than Lightmass and produces much better results and easily one of the best features is that you can re-render specific objects rather than the entire scene.
Before I promise too much I'd better get back to work on it!
Just from talking to a few people from here the biggest hurdle is going to be switching from traditional arch vis geometry to something more suitable for game engines. Most arch vis scenes are fairly limited in scope so their high polygon counts aren't as big a deal, but we're still facing a couple of challenges in that regard as UE itself has some limits on geometry detail. If a user has never had to deal with this barrier to entry before or only has high poly assets it can be quite challenging and tedious altering your workflow or re-creating past work, but we're tackling it in a number of ways.
If you've familiar with UE then you're just going to have a great time using it with Octane. So far in my testing Octane is a lot more interactive than Lightmass and produces much better results and easily one of the best features is that you can re-render specific objects rather than the entire scene.
Before I promise too much I'd better get back to work on it!