Search found 8 matches
- Tue Dec 26, 2017 9:18 pm
- Forum: Octane for Unity
- Topic: Sample scene for the ParticleSystem?
- Replies: 7
- Views: 4123
Re: Sample scene for the ParticleSystem?
Thank you. Just a heads up, the Unity ParticleSystem does also support 3d mesh particles with physics. I was quite into getting the supermicro 8-gpu workstation till i found out there's no particle support. With nVidia Titan V and Unity 2017.3 releasing, hope you guys can make the particle feature ...
- Sat Dec 16, 2017 1:21 pm
- Forum: Octane for Unity
- Topic: Sample scene for the ParticleSystem?
- Replies: 7
- Views: 4123
Re: Sample scene for the ParticleSystem?
Just saw Unity 2017.3 adding support for the Standard Surface Shader on ParticleSystem, and Octane already supports the Standard Shader on regular meshes, so I thought I'd come here and take a look.
Using a vdb/orbx file for particles can be disruptive to the workflow, switching shaders and assets ...
Using a vdb/orbx file for particles can be disruptive to the workflow, switching shaders and assets ...
- Wed Oct 25, 2017 4:00 pm
- Forum: Octane for Unity
- Topic: Sample scene for the ParticleSystem?
- Replies: 7
- Views: 4123
Re: Sample scene for the ParticleSystem?
Thanks, is the feature planned on the roadmap? Without particles it's hard to make even basic fire and dust
- Sat Oct 21, 2017 11:47 pm
- Forum: Octane for Unity
- Topic: Sample scene for the ParticleSystem?
- Replies: 7
- Views: 4123
Sample scene for the ParticleSystem?
I've tried to use unity's standard material on their ParticleSystem but it doesn't seem to work.
Any plan to release a sample scene for unity's built-in ParticleSystem?
Any plan to release a sample scene for unity's built-in ParticleSystem?
- Wed Oct 04, 2017 6:32 pm
- Forum: Octane for Unity
- Topic: Standard Shaders error
- Replies: 5
- Views: 2827
Re: Standard Shaders error
Hi there's another issue with the render passes.
When some passes are checked in the PBR Render Target object in the scene hierarchy, but are unchecked in the PBR Timeline, those passes will still be exported during rendering.
Export Options are as followings:
ZIP (Lossless)
Uncheck "Export in EXT ...
When some passes are checked in the PBR Render Target object in the scene hierarchy, but are unchecked in the PBR Timeline, those passes will still be exported during rendering.
Export Options are as followings:
ZIP (Lossless)
Uncheck "Export in EXT ...
- Wed Oct 04, 2017 6:14 pm
- Forum: Octane for Unity
- Topic: Standard Shaders error
- Replies: 5
- Views: 2827
Re: Standard Shaders error
I've tried the new version, detail maps work great now.
Now I can't seem to set an AOV count in the timeline render window, Where did option move to? Or was feature removed?
Now I can't seem to set an AOV count in the timeline render window, Where did option move to? Or was feature removed?
- Wed Oct 04, 2017 9:26 am
- Forum: Octane for Unity
- Topic: Standard Shaders error
- Replies: 5
- Views: 2827
Re: Standard Shaders error
Thanks, we've just found out that the "black-out" and ineffectiveness of the secondary maps was because we were using textures from a Substance material. We'll test out the new version soon when it's available 

- Wed Oct 04, 2017 8:30 am
- Forum: Octane for Unity
- Topic: Standard Shaders error
- Replies: 5
- Views: 2827
Standard Shaders error
Hi, I've imported an albedo map and a normal map onto the Secondary Maps of the Unity standard shader for a skinned character model, but it turns out the secondary albedo map will turn the whole texture black, and the secondary normal map has no effect on the final render at all.
Is this a ...
Is this a ...