Hi , I am still testing the plugin the 4.24 with 4.24.3, with threadripper1950x ,1080 ti and 64gb memory , I came across this
- When I load animation clip inside sequencer for imported alembic animation file the scene gets very heavy without any impact on GPU memory ?! , if i delete the clip everything become responsive again ?! .
- some materials do not get converted properly for some reason .
- in some cases opacity value (translucence material) doesn't work if its zero u need at least to give it a small value like .01 in order to work .
- whenever I close the project it gives me a crash report message .
I wont report on some minor crashes here and there for two reasons , its still in beat and my system resources not sufficient .
I also want to know this , does octane add up memory for two same cards in sli or whatever the new NVIDIA link is ?
sequencer animation issue
Moderator: ChrisHekman
- ChrisHekman
- Posts: 1055
- Joined: Wed Jan 18, 2017 3:09 pm
Could you provide me the repo steps?- When I load animation clip inside sequencer for imported alembic animation file the scene gets very heavy without any impact on GPU memory ?! , if i delete the clip everything become responsive again ?! .
We do not support all unreal material nodes and unreal material types. Currently this fails silently, but we are working on a warning system that tells what is not being supported.- some materials do not get converted properly for some reason .
Here is a (outdated) material support doc: download/file.php?id=75445
Ill check it out. Although it should be noted that transparent materials in unreal are difficult to translate to how transparency works in octane. It is usually best to make octane materials for glass and other transparent materials.- in some cases opacity value (translucence material) doesn't work if its zero u need at least to give it a small value like .01 in order to work .
I believe they dont duplicate everything with nvlink/sli. But this is a question for the general octane forms.I also want to know this , does octane add up memory for two same cards in sli or whatever the new NVIDIA link is ?
We are definitely interested in minor crash reports.I wont report on some minor crashes here and there for two reason
- musab.almarri
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noted .
how to create octane material inside the engine ?
how to create octane material inside the engine ?
- ChrisHekman
- Posts: 1055
- Joined: Wed Jan 18, 2017 3:09 pm
Rightclick any unreal material in the content window and select "create octane material instance"musab.almarri wrote:noted .
how to create octane material inside the engine ?
Or create a new one by richtclicking in the content window, and go to octane -> create octane material instance
Then doubleclick the new octane material
- musab.almarri
- Posts: 13
- Joined: Wed May 27, 2020 4:41 am
dont know what u mean by repo steps ? , here is a screen recording Demo along with the alembic file used , hope it explains it
video Demo
https://www.dropbox.com/s/a5eoir2rvlgup ... q.mp4?dl=0
alembic file
https://www.dropbox.com/s/ca0nv8hk2j8be ... B.abc?dl=0
regarding octane material , I created one but couldnt deal with it , is there a tutorial on how to use octane material inside UE4 ?
thanks
video Demo
https://www.dropbox.com/s/a5eoir2rvlgup ... q.mp4?dl=0
alembic file
https://www.dropbox.com/s/ca0nv8hk2j8be ... B.abc?dl=0
regarding octane material , I created one but couldnt deal with it , is there a tutorial on how to use octane material inside UE4 ?
thanks
- ChrisHekman
- Posts: 1055
- Joined: Wed Jan 18, 2017 3:09 pm
Thanks for the demo. ill check it out.
On octane materials in unreal, they should work the same as octane materials in standalone. You should be able to the same things as with normal octane.
Basically:
- Open your octane material
- Create a new material node (Universal material for example)
- Attach the newly created material to the material output node
- Create an RBG Color node and attach it to the albedo of the newly created material node
That should help you i hope.
On octane materials in unreal, they should work the same as octane materials in standalone. You should be able to the same things as with normal octane.
Basically:
- Open your octane material
- Create a new material node (Universal material for example)
- Attach the newly created material to the material output node
- Create an RBG Color node and attach it to the albedo of the newly created material node
That should help you i hope.
- musab.almarri
- Posts: 13
- Joined: Wed May 27, 2020 4:41 am
dont forget to import the alembic file as skeletal mesh with the X rotation at 90
thanks
thanks