Octane 2020.1.3 For Unreal Engine - v0.38: Hot-Fixes

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

Octane for Unreal Engine 0.38
Fixes:
  • Light visibility and HiddenIngame
  • Rendertargets now retain changes to values when switching to PIE and when switching to rendering with sequencer
  • ObjectLayerComponent now works on skeletal mesh components

UE 4.25
Studio Installer: https://www.otoyserver.com/unrealengine ... UE4_25.exe
Enterprise Installer: https://www.otoyserver.com/unrealengine ... UE4_25.exe
Free Version Installer: https://www.otoyserver.com/unrealengine ... UE4_25.exe

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 Thu Jul 30, 2020 3:59 pm, edited 1 time in total.
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Kalua
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Thanks, team!
C4D 2025.1.1 Octane 2025.2.1 v1.5.1, <<2 X 3090 + NVlink>>, Windows 10, X399, AMD TR 1950X, 128 GB RAM, NVIDIA SD 552.22
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Dev_Ethan
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Joined: Tue Mar 10, 2020 4:49 am

Unreal's Landscape layering system makes the landscape render black.
Also will landscape grass and holes be supported in any capacity?

Will love to see complete landscape support for portfolio pieces <3
ChrisHekman
OctaneRender Team
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Dev_Ethan wrote:Unreal's Landscape layering system makes the landscape render black.
Also will landscape grass and holes be supported in any capacity?

Will love to see complete landscape support for portfolio pieces <3
It can render black when you use material nodes that are not supported.

I just did a test on my machine, and it works here. Could you share your material?
Dev_Ethan
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Joined: Tue Mar 10, 2020 4:49 am

Using the landscape layer blend node which is used to paint materials to the landscape, cheers :)

https://docs.unrealengine.com/en-US/Eng ... rblendnode
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Notiusweb
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Hi - what's the deal with lights, it seems like scenes get blown out and I have to reduce the Exposure. I am using a Texture environment with a black color, so it's just lighting. But it looks completely blown out with Exposure at 1.0.
THX!

UPDATE:
I figured it out....there is a window having translucency and an emission to emulate a glowy outdoor light source, and Octane just cranks that emission up more than UE4 does.
There is some way to fix translucency issues, right? You unclick something in the UE4 material editor or something?

THX!
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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ChrisHekman
OctaneRender Team
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Notiusweb wrote:Hi - what's the deal with lights, it seems like scenes get blown out and I have to reduce the Exposure. I am using a Texture environment with a black color, so it's just lighting. But it looks completely blown out with Exposure at 1.0.
THX!
There are multiple possible causes for this.

To start it is important to note that the plugin will try to keep the basic light values and texture values the same across unreal and octane.

However this has the following issues and limitations:
- Unreal postprocessing: The unreal tonemapper and eye adaption cause differences in the perceived lighting of the scene.
- Unreal light attenuation (range). Octane does not support light attenuation. This can mean that in unreal a light does not illuminate a surface, but in octane it does.
- Indirect lighting. Unreal scenes do not always show indirect lighting. This can cause the scene to look darker in unreal.


You can check if the light conversion went wrong by selecting the unreal "Pre Tonemap HDR Color" buffer visualisation,
and then compare it with a default octanerendertarget imager with "response curve" set to "Linear/Off".

It might also be a good idea to turn eye-adaption off by default when working with Octane.


If you think light is still to bright beyond the factors listed above, please provide me an example and i'll try to fix it.
ChrisHekman
OctaneRender Team
Posts: 1055
Joined: Wed Jan 18, 2017 3:09 pm

Dev_Ethan wrote:Using the landscape layer blend node which is used to paint materials to the landscape, cheers :)

https://docs.unrealengine.com/en-US/Eng ... rblendnode

This node works here. could you share your whole material or scane with the terrain in it?
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Notiusweb
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Thanks for the info Chris, these work...I appreciate you providing the help!
Win 10 Pro 64, Xeon E5-2687W v2 (8x 3.40GHz), G.Skill 64 GB DDR3-2400, ASRock X79 Extreme 11
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
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