sequencer animation issue

Unreal® Engine Integrated Plugin

Moderator: ChrisHekman

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musab.almarri
Posts: 13
Joined: Wed May 27, 2020 4:41 am

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 ?
ChrisHekman
OctaneRender Team
Posts: 1055
Joined: Wed Jan 18, 2017 3:09 pm

- 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 ?! .
Could you provide me the repo steps?
- some materials do not get converted properly for some reason .
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.
Here is a (outdated) material support doc: download/file.php?id=75445
- 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 .
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.
I also want to know this , does octane add up memory for two same cards in sli or whatever the new NVIDIA link is ?
I believe they dont duplicate everything with nvlink/sli. But this is a question for the general octane forms.
I wont report on some minor crashes here and there for two reason
We are definitely interested in minor crash reports.
musab.almarri
Posts: 13
Joined: Wed May 27, 2020 4:41 am

noted .

how to create octane material inside the engine ?
ChrisHekman
OctaneRender Team
Posts: 1055
Joined: Wed Jan 18, 2017 3:09 pm

musab.almarri wrote:noted .

how to create octane material inside the engine ?
Rightclick any unreal material in the content window and select "create octane material instance"
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

thanks !
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
ChrisHekman
OctaneRender Team
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.
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
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