So Im currently working on a Project with Cinema 4D, Unity and Octane for Unity and Cinema involved:
We create our Objects and textures inside Cinema 4D and want to use them in Unity. Because there are limitations in exporting material properties from Cinema to Unity (for example things like specular, refraction and other channels cant be exported) we are now designing the materials via the Octane nodegraph editor inside Cinema 4D and this works great The export to Unity is also no problem via the ORBX File format that stores geometry, animations and the octane materials with all their properties. The only thing thant we cant figure out is how to actually see the models inside the native Unity editor. there is just a bounding box or sometimes just a position indicator but absolutely no geometry or texture. In the PBR Viewer of Octane inside Unity everything works fine but we would like to build the scenes first inside the native Unity Viewport and then do all the tuning on lighting etc in the PBR viewport later.
So in an older similar post its said that there should be a way to send the geometry to Unity via some kind of fbx node proxy export?
With the final 3.07 release we will have the ability to export ORBX geometry node to FBX Proxy mesh (if scene size is within reason) as an alternative to just showing a bounding box in the Unity viewport. The FBX based ORBX Proxy could in theory then be unwrapped by Unity Editor and live baked by Octane - we'll be testing that end to end after 3.07 core work is done and fully integrated back into Unity.
We use the latest 3.08 Version of octane so this should be possible now as the post above mentioned right? So how would the exact procedure be to actually see the objects inside unity while arranging them before switiching to octane PBR View for lighting and post?
Thanks in advance!