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Unreal vs Octane as path tracing renderer , AOV baker ?

gnoop
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gnoop sublime tool
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. 
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