Can someone tell how close Unreal path tracer could be to Octane or Red Shift for rendering images , textures, backgrounds ? I am quite tired of Octane quirks lately . So would like to ask if anyone use Unreal rather not as a game engine but more like a regular renderer? Can it output usual AOVs and do render layers ? I never tried to use it in such capacity but read somewhere movie studios do it already for background renders. Is it easy there or needs extensive node wiring? Could it produce same mild and tender SSS, light scattering as Octane or Red shift for subjects like grass and foliage without black holes in the center of grass bunches/clusters or nice volumetric clouds from sculpted shapes ? Can it do same render time GPU instancing and interactive editing as Octane? I mean in full scale path tracing mode.