I'm right at the end of a shot I've been working on. I brought a media texture into unreal, a pre-keyed actor so it's an rgb + alpha texture to be played in the environment.
I hit a hurdle earlier when I realised that the octane didnt recognise the alpha channel from the material and just rendered it black. But I found a way around this by creating a second media texture just with the alpha chanel represented at white on black, then plugged it into the opacity pin. This worked to remove the black and now I have two textures playing in sequencer.
But now I have hit another wall, when you play back in sequencer it takes time for both textures to catch up to each other and I get drift between the RGB and the alpha map when rendered through octane. This shouldn't happen because both are the same frame rate and length, however it seems that frames get submitted to octane for render before unreal can catch up.
I was wondering 3 things.
1) Is it possible to make the alpha map work with one material and eliminate the need for two textures. I have not seen a way to use media textures in octane materials.
2) Is there a way to delay the render from octane until unreal has caught up or updated correctly?
3) Am I missing something very basic that would solve the problem I have not thought of?
I really hope theres a solution to this. It would be such an amazing thing to be able to pull off.
Here is the export so you can see the result
[youtube]https://youtu.be/lzw45rStwHQ[/youtube]