Can you get Paul (face_off) to help on this?
Moderator: ChrisHekman
I feel like several of my issues with this plugin have already been solved by Paul in the Modo plugin. For instance, he is converting the Unreal shader on the fly, but also provides an Octane Material Override that allows for a custom Octane material while leaving the native material/shader in place. Things like subdivision are controlled by item-level overrides. Much of the common sense logic that Paul applied to the Modo plugin would also work great for Unity too. I know he is busy, but maybe he can consult.
Great feedback - and we can always bring more help if neededadamnerva wrote:I feel like several of my issues with this plugin have already been solved by Paul in the Modo plugin. For instance, he is converting the Unreal shader on the fly, but also provides an Octane Material Override that allows for a custom Octane material while leaving the native material/shader in place. Things like subdivision are controlled by item-level overrides. Much of the common sense logic that Paul applied to the Modo plugin would also work great for Unity too. I know he is busy, but maybe he can consult.

Keep in the mind the Unity integration is very new and a lot is coming online in the next round of major updates around 3.07.
We are in fact working on a material override system in Unity exactly as described above.
The subdivision system is fully exposed for meshes loaded by Octane through the node editor in Unity (w/ 3.07 FBX will be an option alongside Alembic/OBJ), and we will be working on exposing similar flags for live Unity meshes (where it makes sense, e.g some mesh formats won't work well with subd; we fix that on load, but may be too taxing for real time procedural meshes being updated every frame w/ subd enabled).