No problem! I can provide the entire project. But...it takes up 50 GB. Which file hosting service can I upload it to?ChrisHekman wrote:Going over the memory limit should not always create a crash. There might be a bug that causes the crashes that we havnt encountered during testing. Could you provide us with one of your scenes that crashes?warpdrive wrote:Well... unfortunately Octane Render is currently unsuitable for Unreal Engine. Usually Unreal Engine does not use this for rendering characters or archives. This is an engine for creating an open world with thousands of textures, materials and objects. Unfortunately, Octane Render cannot work with a large number of textures and crashes. I tried to optimize the scene for four days, I even reduced the textures to 128*128, but it didn’t help.
Question to the developers: How did you test Octane in UE? On empty stages? Because in other scenes he crashes.
Additionally, work is being done for Octane to work better with large scenes in the future which would make the unreal plugin work much better.
Octane 2023.1 for Unreal Engine - 0.71
Moderator: ChrisHekman
- ChrisHekman
- Posts: 1034
- Joined: Wed Jan 18, 2017 3:09 pm
You can migrate out assets from your project without having to give me the entire 50gb projectwarpdrive wrote:No problem! I can provide the entire project. But...it takes up 50 GB. Which file hosting service can I upload it to?ChrisHekman wrote:Going over the memory limit should not always create a crash. There might be a bug that causes the crashes that we havnt encountered during testing. Could you provide us with one of your scenes that crashes?warpdrive wrote:Well... unfortunately Octane Render is currently unsuitable for Unreal Engine. Usually Unreal Engine does not use this for rendering characters or archives. This is an engine for creating an open world with thousands of textures, materials and objects. Unfortunately, Octane Render cannot work with a large number of textures and crashes. I tried to optimize the scene for four days, I even reduced the textures to 128*128, but it didn’t help.
Question to the developers: How did you test Octane in UE? On empty stages? Because in other scenes he crashes.
Additionally, work is being done for Octane to work better with large scenes in the future which would make the unreal plugin work much better.
https://docs.unrealengine.com/4.26/en-U ... e/Migrate/
Use this guide on a (small) example level that shows the crash, and then send me the migrated assets as a zip via google drive
Done!
https://drive.google.com/file/d/1egGJ5h ... drive_link
I trimmed the project as much as possible.
My Setup is UE5.2, RTX4080, 64GB RAM, Ryzen 7 5800
Best Regards!
https://drive.google.com/file/d/1egGJ5h ... drive_link
I trimmed the project as much as possible.
My Setup is UE5.2, RTX4080, 64GB RAM, Ryzen 7 5800
Best Regards!
- ChrisHekman
- Posts: 1034
- Joined: Wed Jan 18, 2017 3:09 pm
warpdrive wrote:Done!
https://drive.google.com/file/d/1egGJ5h ... drive_link
I trimmed the project as much as possible.
My Setup is UE5.2, RTX4080, 64GB RAM, Ryzen 7 5800
Best Regards!
Thanks, seems like there was a crash on the plugin side for this scene. This will be fixed in the next build.
Additionally ive used your scene to fix some performance issues, so the next build should also be much faster to load scenes
I'm glad to help!ChrisHekman wrote:warpdrive wrote:Done!
https://drive.google.com/file/d/1egGJ5h ... drive_link
I trimmed the project as much as possible.
My Setup is UE5.2, RTX4080, 64GB RAM, Ryzen 7 5800
Best Regards!
Thanks, seems like there was a crash on the plugin side for this scene. This will be fixed in the next build.
Additionally ive used your scene to fix some performance issues, so the next build should also be much faster to load scenes
Sorry Chris, but I've discovered another bug.

The Button Save current passes on the disk, which saves AOVs. So, when I click it and select Save multilayer EXR, the multilayer EXR is not saved. Only one Ambient Occlusion AOV is saved. But i added 14 AOVs. I tested this on simple scenes consisting of three cubes. And only Ambient Occlusion is always saved.

Thank you, yes, it does indeed work when I do that. Will this be fixed in future versions?ChrisHekman wrote:solomon wrote:Thanks for the update. Is the MetaHuman skin shader supported? currently in in UE 5.3, its rendering black
This seems to be a bug in Unreal itself. The material function MF_HeadMask_TexArraySample has an incorrect texture sample node. When you set it to linear the material works
Solomon W. Jagwe
3D Artist/Animator/Modeler | Independent Film Director
http://www.sowl.com | http://www.galiwango.com | http://www.nkozaandnankya.com
3D Artist/Animator/Modeler | Independent Film Director
http://www.sowl.com | http://www.galiwango.com | http://www.nkozaandnankya.com
- ChrisHekman
- Posts: 1034
- Joined: Wed Jan 18, 2017 3:09 pm
Thanks, this issue has also been fixed and will be in the next buildwarpdrive wrote:I'm glad to help!ChrisHekman wrote:warpdrive wrote:Done!
https://drive.google.com/file/d/1egGJ5h ... drive_link
I trimmed the project as much as possible.
My Setup is UE5.2, RTX4080, 64GB RAM, Ryzen 7 5800
Best Regards!
Thanks, seems like there was a crash on the plugin side for this scene. This will be fixed in the next build.
Additionally ive used your scene to fix some performance issues, so the next build should also be much faster to load scenes
Sorry Chris, but I've discovered another bug.![]()
The Button Save current passes on the disk, which saves AOVs. So, when I click it and select Save multilayer EXR, the multilayer EXR is not saved. Only one Ambient Occlusion AOV is saved. But i added 14 AOVs. I tested this on simple scenes consisting of three cubes. And only Ambient Occlusion is always saved.