- foliage rendering correctly in Unreal Octane live render
- Tree mat uses RGBA texure alpha channel for opacity mask
- Auto generated opacity masks are blank in Octane Standalone
It looks like the behind the scenes the magic that rips the alpha channel out of RGBA textures and generates a new texture map is failing during orbx export. Also, it looks like every single normal map ends up creating a second image texture, which, I assume is eating a lot of VRAM up in large scenes. Am I wrong? Is the normal map alpha really being used by Octane? As far as I can tell, the compress without alpha setting in the texture compression options is ignored by the octane OSL translator, and an additional texture is generated regardless.
Maybe there is an opportunity here to both fix a material rendering glitch and also greatly reduce the scene footprint by not generating unnecessary additional textures.