I crash every time I try to add unreal textures to the octane material graph using the + icon in the octane material properties. Latest build. Unreal 4.27.
Edit: this might be a legacy feature that was left in the UI. It looks like I can just use image nodes now without having to add them to the ...
Search found 112 matches
- Mon Dec 27, 2021 1:57 am
- Forum: Bug Reports
- Topic: consistant crash when adding textures to Octane material
- Replies: 1
- Views: 2087
- Thu Oct 07, 2021 6:49 pm
- Forum: Autodesk Maya
- Topic: Camera visibility toggle broken on geometry lights
- Replies: 4
- Views: 3369
Re: Camera visibility toggle broken on geometry lights
-Adam
- Thu Oct 07, 2021 4:42 pm
- Forum: Autodesk Maya
- Topic: Camera visibility toggle broken on geometry lights
- Replies: 4
- Views: 3369
Re: Camera visibility toggle broken on geometry lights
I can't always reproduce either, but I am attaching a scene with the problem. Maya 2022. Latest octane build.
Thanks.
Thanks.
- Wed Oct 06, 2021 2:48 pm
- Forum: Autodesk Maya
- Topic: Camera visibility toggle broken on geometry lights
- Replies: 4
- Views: 3369
Camera visibility toggle broken on geometry lights
Hi. The camera visibility toggle on octane geometry lights, created via the octane panel, is broken and the lights always render directly in camera.
- Fri Jun 26, 2020 7:38 pm
- Forum: Unreal® Engine
- Topic: EmberGenFX in Unreal?
- Replies: 1
- Views: 1755
EmberGenFX in Unreal?
EmberGenFX will be coming to Unreal?
So I just read that EmberGenFX is a new version of EmberGen, and it will work in every octane integration. So I guess that means that octane for Unreal will be getting fluids and particles?
So I just read that EmberGenFX is a new version of EmberGen, and it will work in every octane integration. So I guess that means that octane for Unreal will be getting fluids and particles?
- Tue Jun 16, 2020 9:19 pm
- Forum: Blender
- Topic: No love for the bleeding edge users
- Replies: 1
- Views: 1166
No love for the bleeding edge users
First, let me start by saying that blender octane is coming along nicely, and the developers seem dedicated and passionate... that said:
Does anyone else just end up using cycles because they are no longer on 2.8x builds of blender?
For any other 3D DCC running the nightly or alpha builds is a ...
Does anyone else just end up using cycles because they are no longer on 2.8x builds of blender?
For any other 3D DCC running the nightly or alpha builds is a ...
- Mon Jun 15, 2020 7:12 pm
- Forum: Releases
- Topic: Octane 2020.1 For Unreal Engine - v0.36: Fixes + UE4.23
- Replies: 2
- Views: 2168
Re: Octane 2020.1 For Unreal Engine - v0.36: Fixes + UE4.23
Thanks for the fixes, Chris!
- Tue Jun 02, 2020 8:07 pm
- Forum: Unreal® Engine
- Topic: Scattering orbx proxies using the foliage system?
- Replies: 2
- Views: 1751
Re: Scattering orbx proxies using the foliage system?
Yes, I am asking if it is possible to use orbx proxies as foliage.ChrisHekman wrote:You mean instancing orbx proxies?
Or do you mean using an orbx proxy asif its a static mesh that you can place as if its foliage?
- Fri May 29, 2020 9:32 pm
- Forum: Unreal® Engine
- Topic: Scattering orbx proxies using the foliage system?
- Replies: 2
- Views: 1751
Scattering orbx proxies using the foliage system?
Is there a way to use orbx proxies with the unreal foliage system? I believe Vray for unreal got it working with vray proxies, so I think it's possible.
- Fri May 29, 2020 5:40 pm
- Forum: Unreal® Engine
- Topic: Proxy mesh/viewport mesh for orbx proxy actors
- Replies: 1
- Views: 1466
Proxy mesh/viewport mesh for orbx proxy actors
Feature request: It would be very helpful for layout purposes if I had the ability to assign a lower-res stand-in mesh for orbx proxies to aid in scene assembly within the unreal dx viewport. If an orbx proxy actor had a slot to drag in a realtime version of the asset it would allow unreal realtime ...