I am currently working in a property company that uses Path Tracing in Unreal Engine to render architectural projects. Although we often encounter challenges with using Unreal Engine for property rendering, we consistently achieve excellent results compared to other companies in our region.
One of our biggest hurdles is the time required for rendering with Path Tracing. After a lot of trial and error, we found that traditional render engines like Octane or Redshift might sometimes be more efficient and faster than Unreal Engine for certain tasks.
We would like to continue using Unreal Engine as our primary tool, particularly because we plan to transition into virtual production in the future. We have considered integrating Octane within Unreal Engine but have limited time for extensive experimentation. Currently, we estimate that we have about a 50% understanding of Path Tracing in Unreal Engine, and we often struggle with optimization beyond using LODs and Nanite, as we need to maintain the highest possible quality in every output.
It would be amazing if anyone could provide any insights or recommend specific settings that might help us speed up Path Tracing without sacrificing sample rate and overall quality? We find that a significant portion of our time is spent troubleshooting Unreal Engine rather than advancing our projects, so any tips on optimization would be greatly appreciated.
Hi im also rendering using unreal engine making resorts and lodges and mainly use pathtracer…heres what i do to get high quality renders …when you bring in your assets datasmith or fbx…enable nanite support on mesh…preserve area …fallback target set to relative error…fallback relative error set to 0…apply on all mesh except for mesh that has glass on…make sire all materials have 4k textures…use uds for sky…enable pathtrace support on uds…your foilage assers in background will be blurry mess when hight fog is behind it…reference atmosphere…use cloud decals or fog decals as clouds…and dissable hight fog for pathtracer in uds …use a plane with a fog material make is same colour as atmosphere to fix blurry foilage…use better water material that supports pathtracer…for castics use projector lamp that points down on water and use castics materials that moves…for oceans use waterline pro…you can pause ocean for good quality oceans…if you want supper fast renders use high res screenshot…set your pathtraced samples in camera to 1024…then input console command…high res scrreenshotdelay 1024…then you can get better screenshots using high res screenshot set to 2x…set screen persentage to 120 …sometimes higher but it will crash …when using movie render q…set screen percentage to 200…flush grass screening…set warm up frames to 256 min i usaully jave it at 1000…make.resolution 4k…it takes my pc average 10 to 20 min per pic to render…get rtx 4090…get more ram …use 2 x sticks instead of 4 so your ram runs at max speed…use ssd…i have so many console commands i use…for different scenes…allow landscape grass for raytacing…increase streaming pool size to your gpu vram size…hope these tips help you…i couldnt find any help.for magority of my problems but learned myself through 4 years of struggling…now i can get perfect pathtraced renders everytime with minimul crashes…