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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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  • Vexod14
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    Vexod14 sublime tool
    Hi gnoop ! I've not used path tracing for rendering in unreal, but I've already used unreal as a movie renderer : 

    https://youtu.be/0aSmQ8YHfxs
    https://youtu.be/QYRHkbMyfM4?t=101
    (I used unreal 4 by the way, so I can imagine unreal 5 or next will do an even better job)
     
    You can output render passes, choose solutions for computing lighting, reflections, shadows...etc. To me the shift was interesting because the viewport render look actually like the final one, so you don't loose time rendering>compositing>checking your renders looks good. You just hit play and adjust in realtime, then once everything is okay, you almost hit that same "play" button and you'll get your renders quite as fast as your movie plays. I can't tell how precise unreal renderer compare to Octane/RedShift, but I assume realtime saves time to refine your vision before hitting that render button
  • gnoop
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    gnoop sublime tool
    Thanks   Vexod14    this indeed looks cool great looking  but I am asking  about a bit more less stylized picture, more of  natural realism  with shadows,  SSS .  Something focused more on  realistic environment , landscape rendering with heavy instancing.
  • Vexod14
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    Vexod14 sublime tool
    Heavy instancing of static meshes should be pretty trivial with nanite, not sure how unreal 5 deals with big crowds =X
    About more realism I think the demos unreal put speaks for themselves ; I think about the matrix "realtime immersive short film" or even the very first tech demo showcasing lumen & nanite running dosens of megascans and a realistic character exploring caves and temple's ruin, even if their art direction might not align with your vision, they probably showcase solid capabilities for what you'd like to achieve
  • gnoop
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    gnoop sublime tool
    it's exactly why I am interested  just would like an opinnion if  it could render  something like moss , grass , fur  like  thing  done with gazillion tiny mesh instances  with proper light bounces and scattering through tiny grass blades or fir tree needles   to have proper mild,  tender fur like looking result  and a nice noise killer .   Or have specialized shaders  to do it properly .    Those advertised rocks and caves are not exactly showing .     Any game render  could do them looking pretty nice nowadays. 
    I stopped to use  CPU renderers  quite a while ago , now wonder if  GPU renderer is redundant either .    

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