1.2.0.1371 - Unity 2019.1 Support

A public forum for discussing and asking questions about the Octane for Unity Alpha

Moderator: ChrisHekman

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ChrisHekman
OctaneRender Team
Posts: 1062
Joined: Wed Jan 18, 2017 3:09 pm

Features
  • Upgraded to Octane 2018.1.3
  • Added support for Unity 2019.1

Important! Upgrade the plugin first, before upgrading the unity project to 2019.1


* Versions newer than Unity 2019.1 (Currently in beta or alpha) should work, but are not officially supported yet.
Last edited by ChrisHekman on Fri Sep 13, 2019 3:34 pm, edited 1 time in total.
jakemetz11
Posts: 4
Joined: Mon Feb 11, 2019 8:42 pm

Thanks Chris! Any chance the BRDF support is included in this new release? I know you mentioned that you'd include this in the next build.
ChrisHekman
OctaneRender Team
Posts: 1062
Joined: Wed Jan 18, 2017 3:09 pm

jakemetz11 wrote:Thanks Chris! Any chance the BRDF support is included in this new release? I know you mentioned that you'd include this in the next build.
We wanted to push out 2019 support asap as it was impeding and confusing customers. Because of this the BRDF didnt make it into the build. Its comming though.
ChrisHekman
OctaneRender Team
Posts: 1062
Joined: Wed Jan 18, 2017 3:09 pm

jakemetz11 wrote:Thanks Chris! Any chance the BRDF support is included in this new release? I know you mentioned that you'd include this in the next build.
I looked into this, are you looking into setting the BRDF of individual unity materials, or would a swich that changes all converted materials do the trick?
jakemetz11
Posts: 4
Joined: Mon Feb 11, 2019 8:42 pm

I understand. A switch that changes all converted materials would definitely do the trick. We're really looking to just use the GGX option in BRDF for every converted material instead of "Octane" which is currently used by default. Having the ability to do this would be a huge improvement for us.

Check out number 1 from this doc we made about the issue if that helps as well: https://docs.google.com/document/d/1zsp ... FbULfFGo4/. This outlines a few other things we've found as well, but BRDF is by far our biggest blocker. Thanks!
ChrisHekman
OctaneRender Team
Posts: 1062
Joined: Wed Jan 18, 2017 3:09 pm

jakemetz11 wrote:I understand. A switch that changes all converted materials would definitely do the trick. We're really looking to just use the GGX option in BRDF for every converted material instead of "Octane" which is currently used by default. Having the ability to do this would be a huge improvement for us.

Check out number 1 from this doc we made about the issue if that helps as well: https://docs.google.com/document/d/1zsp ... FbULfFGo4/. This outlines a few other things we've found as well, but BRDF is by far our biggest blocker. Thanks!
Ok, I have added a method of changing the default BRDF. Additionally a C# api has been added.

Some notes on your google doc:

Item 1 and 3:
If you are blocked now, and need to continue forward, it is possible to use Octane Override Shaders. It takes some extra work, but would unblock you.
Octane Override shaders were added specifically for effects such as glass-like materials with reflection/refraction.
Here is an example:
https://www.youtube.com/watch?v=mP4GhJAuwAw

Item 4:
This is an annoying bug we seem to have with the denoiser pass.
You can however show the denoised pass in the Octane Viewport inside of unity.
https://youtu.be/ZfJdmF7-Xz8?t=537

Item 5:
Ill see if its possible to convert these.
jakemetz11
Posts: 4
Joined: Mon Feb 11, 2019 8:42 pm

Thanks, Chris. Looking forward to the next build which will allow us to the change the default BRDF parameter and the C# API. Really appreciate the help on that!

We'll check out the Octane Override Shaders to see if that can help unblock us at the moment. We have attempted this with past releases without success but we'll give it another shot.

Sounds great on the rest of these. Thanks again.
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