I have a small test file of rectangular objects of known height that have been assigned various materials.
I am experiencing several issues that are quite elementary and I'm unable to solve. They could be user error, or bugs
The original geometry was authored in Revit and exported as obj with units of mm. i.e. all the numbers in the obj file represented mm.
It was imported into octane standalone with import units set to mm. materials were assigned in Octane.
The scene was then saved as a package, i.e. an orbx file.
ISSUE ONE
When I use the Octane plugin in UE5 to import the orbx file, it seems to come in extremely large.
I have been unable to find any UI to control this, and no info is presented to the user at time of import.
If I import the original obj file directly into UE5, the model is much smaller and seems to be reasonably sized.
If i scale the orbx file by 0.01 (1/100), the two models are the same size in UE5. It would be great if it just worked, and the orbx file got sized to the UE5 'real world size' whatever that is. Since orbx is under your control you should be able to store octane import settings so u can calculate the required multiplier for UE.
It takes a lot of time to figure out this stuff as a novice user of UE, and leaves a bad taste in the mouth since it raises its ugly head within the first minute of using the software.
ISSUE TWO
when importing the orbx illustrated in the attached file, it only assignes one material to the geometry, however the process does build all the materials present in the octane scene, and all of the texture assets those materials use, and it does a great job with good fidelity between an octane material and a UE5 material, kudos to whoever mapped this i'm sure it was harder than it looks. Can you tell me how to map all of the materials to the geometry instead of just one. Or is this a bug, i kinda doubt it though. If I import the obj directly into UE5 it also fails to apply the materials that are defined in the .mtl file, so perhaps this is a UE problem, not an Otoy problem.
ISSUE THREE
The folder of materials created during the orbx import process duplicates each material, there is one named to match the material in the original obj/octane scene, and a duplicate of it with "_Converted" appended to the string.
My goal is a simple workflow where I get a nicely rendered octane scene into the Oculus Quest 2 with as close to Octane quality materials and lighting as possible for people with no UE skills to use. I have built such a thing using Lua and Unity so that is two clicks in Octane to a complied Unity game. It was quite astonishing to uncover all sorts of poorly conceived and implemented features in unity that had to be coded around to make it work, and also the agonizingly slow texture backing/lightmapping process in unity that made improving the results through multiple iterations tweaking lights and material commercially unviable. I'm hoping UE5 will be a better platform.
That brings me to my final question, is there a way to bake the original octane render materials to the UE5 geometry using the power of the GPU, if not, is it planned, and when?
many thx
Mark