Octane 2020 For Unreal Engine - v0.30: RTX -Octane 2020.1.XB

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Octane 2020 For Unreal Engine - v0.30: RTX -Octane 2020.1.XB

Postby ChrisHekman » Tue Jan 21, 2020 3:08 pm

ChrisHekman Tue Jan 21, 2020 3:08 pm
Octane for Unreal Engine 0.30
Changes:
  • Upgraded to 2020.1.XB3
    To turn on RTX, open the Octane GUI, go to file->preferences->devices and click "Use RTX acceleration (experimental)
    2020.1 Release post:
    viewtopic.php?f=33&t=73237
    2020.1.XB3 Release post:
    viewtopic.php?f=33&t=73728

  • Bone animations have been temporarily moved to CPU skinning.

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

UE 4.23
Studio Installer: https://www.otoyserver.com/unrealengine ... UE4_23.exe
Enterprise Installer: https://www.otoyserver.com/unrealengine ... UE4_23.exe
Free Version Installer: https://www.otoyserver.com/unrealengine ... UE4_23.exe
Last edited by ChrisHekman on Wed Jan 29, 2020 2:51 pm, edited 2 times in total.
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Re: Octane 2019 For Unreal Engine - v0.30: RTX -Octane 2020.1.XB

Postby Notiusweb » Wed Jan 22, 2020 2:09 pm

Notiusweb Wed Jan 22, 2020 2:09 pm
Hello, just me or does s/px-counter always stay at 0% until completed.
Like, it doesn't advance towards 100%, it just turns from 0% to 100% on completion, even on longer renders.
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Re: Octane 2019 For Unreal Engine - v0.30: RTX -Octane 2020.1.XB

Postby ChrisHekman » Wed Jan 22, 2020 5:06 pm

ChrisHekman Wed Jan 22, 2020 5:06 pm
Notiusweb wrote:Hello, just me or does s/px-counter always stay at 0% until completed.
Like, it doesn't advance towards 100%, it just turns from 0% to 100% on completion, even on longer renders.


It does for the denoised passes when the denoiser is set to "denoise on completion". It shows how many samples have been denoised, instead of how many samples have been taken.
Ill check if it can change it so that it behaves the same as the octane gui, where it shows "SamplesShown/SamplesTaken/SampleMax"
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Re: Octane 2019 For Unreal Engine - v0.30: RTX -Octane 2020.1.XB

Postby StyleMarshal » Thu Jan 23, 2020 10:53 am

StyleMarshal Thu Jan 23, 2020 10:53 am
Thank you Chris for RTX support , that was fast :-)

Will it be possible to render the new "Grooming Hair" with Niagara Physics in Octane for Unreal ?

Here is a test I did , but Octane does not Render Hair Strands right now , the Unreal Pathtracer did , but it is not as strong as Octane.

[youtube]https://www.youtube.com/watch?time_continue=2&v=34-2hbDM3VE&feature=emb_logo[/youtube]

https://www.youtube.com/watch?time_cont ... e=emb_logo
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Re: Octane 2019 For Unreal Engine - v0.30: RTX -Octane 2020.1.XB

Postby Notiusweb » Sun Jan 26, 2020 3:56 am

Notiusweb Sun Jan 26, 2020 3:56 am
Chris - the plugin is really awesome I love what possibilities lie ahead

Wilderness_03.jpg


But the lack of ability to handle opacity mapped textures is a downer....It just kills it.

Wilderness_04.jpg



I know we can do Octane materials, but would be sweet if it could turn it over on the fly automatically.
Win 10 Pro 64, Xeon E5-2687W v2 (8x 3.40GHz), G.Skill 64 GB DDR3-2400, ASRock X79 Extreme 11
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Re: Octane 2019 For Unreal Engine - v0.30: RTX -Octane 2020.1.XB

Postby ChrisHekman » Mon Jan 27, 2020 1:47 pm

ChrisHekman Mon Jan 27, 2020 1:47 pm
Notiusweb wrote:Chris - the plugin is really awesome I love what possibilities lie ahead

Wilderness_03.jpg


But the lack of ability to handle opacity mapped textures is a downer....It just kills it.

Wilderness_04.jpg



I know we can do Octane materials, but would be sweet if it could turn it over on the fly automatically.


We try to match the materials as close as possible, sometimes conversion conflicts though and we have to make choices. However I think that water should work, and is probebly a bug.
Are you using a subsurface material for the water? Could you share your material with me? or PM me a screenshot of your material set up? Blend mode/Shading model?
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Re: Octane 2019 For Unreal Engine - v0.30: RTX -Octane 2020.1.XB

Postby eustachio » Wed Jan 29, 2020 12:32 pm

eustachio Wed Jan 29, 2020 12:32 pm
Hi,
I think I have an issue with the Cuda cores in my second graphics card.

I've installed a new graphics card into my system. The main graphics card is a Titan RTX which works fine, it uses all the Cuda cores when rendering. The second one is a Nvidia RTX 2060 Super which doesn't seem to be using the Cuda cores when rendering. Please, some help will be appreciated. I might be doing something wrong.

The second graphics card was installed later, so I don't know if I have to re-install the cuda drivers again?

Thanks in advance

Update:
When turning off RTX acceleration, the second GPU works fine.
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