Megascans materials not rendering properly

Unreal® Engine Integrated Plugin

Moderator: ChrisHekman

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villagefeatures
Licensed Customer
Posts: 22
Joined: Wed Apr 29, 2015 3:14 am

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
ChrisHekman
OctaneRender Team
Posts: 1061
Joined: Wed Jan 18, 2017 3:09 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.
villagefeatures
Licensed Customer
Posts: 22
Joined: Wed Apr 29, 2015 3:14 am

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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speedtree shrub
speedtree shrub
ChrisHekman
OctaneRender Team
Posts: 1061
Joined: Wed Jan 18, 2017 3:09 pm

I have added subsurface/translucency. Will be part of the next build.
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