Notiusweb wrote:So strange, when I next export back this now 2-cube scene from UE4 to Octane Standalone, the UE4 created cube is still warped, and texture inversion matches the issue in the plugin.
It's like there is something mirror going on with the UVs in UE4. I blame UE4 here.
Because, even If I completely disconnect the UE4 cube from its screwy pasted on plugin material, and then paste on a whole new simple Diffuse in the Octane Standalone, it's still messed up.
So, like the material the whole time is always fine in all circumstances.
Just somehow meshes from UE4 have some UV distortion thing going on that is preventing Octane standalone materials from being directly imported onto them.
There are a couple of things going on here.
Unreal uses V inverted UVs
Unreal uses Y inverted textures
This YFlip is copied over into the plugin. This was done because it keeps the UV calulations the same across shaders/materials. And keeping the textures yflipped makes texture conversion faster.
I am currently changing this as I was experiencing similar issues with a new feature.
The Octane Box primitive has a different UV layout than the unreal Cube.
The two boxes will not be the same, even when the y-flip issue has been fixed.
The Unreal cube has the entire texture on each of its faces, while the Octane box divides the texture by 1/6ths and places each part on each of the 6 faces.
The "Transform value" node rotation has a bug where it thinks it should have two values, making rotation not work.
Ill see if I can find the cause of the bug here. In the meantime you can change the transform node type from "Transform Value" to "2D Transformation".