Octane 2021.1.2 for Unreal Engine - 0.50: Decals, Splines

Sub forum for plugin releases

Moderator: ChrisHekman

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ChrisHekman
OctaneRender Team
Posts: 1062
Joined: Wed Jan 18, 2017 3:09 pm

Octane for Unreal Engine 0.50
Changes:
  • Added Decals support
  • Added Splinemesh support
Fixes:
  • Added workaround for plugin slowdown issue. Opening the Octane GUI will activate the slowdown issue again.
  • Fixed minor material conversion issues that generated invalid OSL
  • Reworked UDIM textures to take up less GPU memory

UE 4.26
Studio Installer: https://www.otoyserver.com/unrealengine ... UE4_26.exe
Enterprise Installer: https://www.otoyserver.com/unrealengine ... UE4_26.exe
Free Version Installer: https://www.otoyserver.com/unrealengine ... UE4_26.exe

UE 4.27
Studio Installer: https://www.otoyserver.com/unrealengine ... UE4_27.exe
Enterprise Installer: https://www.otoyserver.com/unrealengine ... UE4_27.exe
Free Version Installer: https://www.otoyserver.com/unrealengine ... UE4_27.exe

UE 5.0EA
Studio Installer: https://www.otoyserver.com/unrealengine ... E5_0EA.exe
Enterprise Installer: https://www.otoyserver.com/unrealengine ... E5_0EA.exe
Free Version Installer: https://www.otoyserver.com/unrealengine ... E5_0EA.exe
Last edited by ChrisHekman on Wed Mar 30, 2022 4:33 pm, edited 1 time in total.
mrfactory
Licensed Customer
Posts: 43
Joined: Sat Aug 06, 2016 10:48 am

Hello Chris

Is it possible to support IES Lights?

Done a deep benchtest comparing LuosHuang GPU Lightmass vs UE4 Lighmass, vs UE4 GPU Lightmass Plugin, the best still is LousHuang GPU Lightmass, but we would be so happy to abandon Lighmass either with or without GPU and to bake all the Lightmaps using Octane Render and RNDR, there's no way to scale multi-gpu with Loushuang GPU Lightmass, and if we use the new Plugin from UE4 for GPU Lighmass the quality is awful and we could use multi-gpu with SLI/NVLINK but most of the enterprise workstation/servers doesn't support SLI/NVLINK.

Now it is taking some renders to finish almost 24 hours with Loushuang GPU Lightmass, and with RNDR supposedly it would take less than 15 minutes to bake 300 Lightmaps.

We need to build the UE4 previs in less than 15 minutes so the DP (Director of Photography) can change the light on set. With 20 hours to change the light it's impossible to adjust the light on set for Virtual Production shots or Previz.

We would be so please if you support Octane/RNDR lightmaps baking inside UE4, it would be great for Virtual Production while Brigade comes into action.

Thanks for creating great software.

Best Regards
Attachments
Work in Progress, need 20 hours to render with high quality so that the quality is comparable with Octane Render
Work in Progress, need 20 hours to render with high quality so that the quality is comparable with Octane Render
All the grass is build or rendered with Loushuang GPU Lightmass as not static
All the grass is build or rendered with Loushuang GPU Lightmass as not static
Most of the the trees and foliage are build or rendered using GPU Lightmass as static.
Most of the the trees and foliage are build or rendered using GPU Lightmass as static.
joshuamkerr
Posts: 60
Joined: Thu Apr 15, 2021 7:25 am

Hi,

Does this decal support support decals with opacity? I'm using your more recent release 0.51 in Ue5 and decals are not showing up.
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