Megascans materials not rendering properly

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Megascans materials not rendering properly

Postby villagefeatures » Tue Sep 10, 2019 10:35 pm

villagefeatures Tue Sep 10, 2019 10:35 pm
I uploaded some megascans materials to Unreal 4.22.3 via the Unreal Bridge Live link and wanted to see how they render in Octane. It looks like the normal and opacity is rendering correctly but the diffuse/albedo and the translucency are not.
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2019-09-10_18-34-52.png
villagefeatures
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Re: Megascans materials not rendering properly

Postby ChrisHekman » Wed Sep 11, 2019 1:35 pm

ChrisHekman Wed Sep 11, 2019 1:35 pm
It looks like Quixel megascan materials use PerInstancedRandom in their instanced and foliage materials.
This is not supported by the plugin at the moment. Ill check if I can add it.

Non-foliage materials seem to work well on my side.
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Re: Megascans materials not rendering properly

Postby villagefeatures » Wed Sep 11, 2019 1:46 pm

villagefeatures Wed Sep 11, 2019 1:46 pm
ChrisHekman wrote:It looks like Quixel megascan materials use PerInstancedRandom in their instanced and foliage materials.
This is not supported by the plugin at the moment. Ill check if I can add it.

Non-foliage materials seem to work well on my side.


Thanks for checking that out. Would it be possible to get translucency on the foliage as well? I also tested some Speetree assets and Octane rendered them fine with the exception of translucency.
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2019-09-11_09-45-10.png
speedtree shrub
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Re: Megascans materials not rendering properly

Postby ChrisHekman » Wed Sep 11, 2019 3:04 pm

ChrisHekman Wed Sep 11, 2019 3:04 pm
I have added subsurface/translucency. Will be part of the next build.
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