hi,
dont want to pester but for clarity sake and to reduce time experimenting i´d just like to know what features are currently not included in octane plugin.
after a day of fiddling, so far i am seeing:
-cascading particles are not being rendered. i´ve read niagara is tbd aswell.
-foliage is not animated.
-some materials not working.
-cant add material to landscape. UE native materials are being rendered, octane material is not being updated and shows as plain white.
i can fix this by actually exporting the landscape and reimporting as a mesh..
i am sure i will stumble on other stuff as i go along but already i am having tons of fun.
this seems to be exactly what i was looking for.
on a side note:
-is there a possibility to mix materials based on height/slope? im using a sawtooth and falloff to fake it but its far from ideal.
- does the baking node work for mixing materials?
fwiw i am on 4.23 because 4.25 has the "stuck at 39%" problem.
best,
missing features
Moderator: ChrisHekman
- ChrisHekman
- Posts: 1061
- Joined: Wed Jan 18, 2017 3:09 pm
Hey Crackfox
Thanks for you comments.
Unreal material support sheet: download/file.php?id=75445
Thanks for you comments.
Yes neither are supported. We are looking into supporting them.-cascading particles are not being rendered. i´ve read niagara is tbd aswell.
There is a support sheet for all the unreal material nodes we support. Its a bit outdated (terrain is supported now for example)-some materials not working.
Unreal material support sheet: download/file.php?id=75445
Yes, octane materials do not work on landscapes atm. Terrains are their own special case. This is something we want to support in the future though.-cant add material to landscape. UE native materials are being rendered, octane material is not being updated and shows as plain white.
You can create an osl texture node. And use P value (world position) to get the height of the mesh. (This is in worldspace though)-is there a possibility to mix materials based on height/slope? im using a sawtooth and falloff to fake it but its far from ideal.
Code: Select all
shader OSLHeight(output color c = 0)
{
c = P[1];
}
Not exactly sure what you mean with this.?- does the baking node work for mixing materials?
thank you for replying chris,
i just downloaded your 4.25 build, its already proving to be more stable, thank you for the quick update. think 4.23 was causing some issues tbh.
i have 0 experience with osl so would perhaps get back to you after i did some experimenting.
for the time being i might actually use quixel mixer.
what i meant by baking is the workaround to mix dispacements, sorry for not being clear.
apparently there is also a new displacement system that relies on subdivisions, but i presume that is not supported as of yet?
any workaround on the particle systems? i tried importing alembic dust particles but just got error from UE-
i understand ORBX can be used to import vdb´s. i looked it up but cant find much info on prepping the orbx files,
if you have any tips or pointers, it would be very helpful. would it be possbile to actually import particles aswell that way?
any other upsides on importing and working with ORBX proxies?
i also noticed that the UE lights are supported which is great.
however i cant seem to get the shadows softer.
is this something that could be fixed down the line or is the preferred workflow to simply use mesh emitters?
with mesh emitters its obviously kind of tricky to have more control over the direction. ideally one would have some barndoor type rig but that would be probably too complex atm.
i just downloaded your 4.25 build, its already proving to be more stable, thank you for the quick update. think 4.23 was causing some issues tbh.
i have 0 experience with osl so would perhaps get back to you after i did some experimenting.
for the time being i might actually use quixel mixer.
what i meant by baking is the workaround to mix dispacements, sorry for not being clear.
apparently there is also a new displacement system that relies on subdivisions, but i presume that is not supported as of yet?
any workaround on the particle systems? i tried importing alembic dust particles but just got error from UE-
i understand ORBX can be used to import vdb´s. i looked it up but cant find much info on prepping the orbx files,
if you have any tips or pointers, it would be very helpful. would it be possbile to actually import particles aswell that way?
any other upsides on importing and working with ORBX proxies?
i also noticed that the UE lights are supported which is great.
however i cant seem to get the shadows softer.
is this something that could be fixed down the line or is the preferred workflow to simply use mesh emitters?
with mesh emitters its obviously kind of tricky to have more control over the direction. ideally one would have some barndoor type rig but that would be probably too complex atm.