EFS wrote:Also, any chance of getting the trees/grass working with Octane? What I would love is to have something like Terrain Composer or CTS generate a terrain, along with the vegetation, and then see it in Octane .
Yes, this is in the planning.
Moderator: ChrisHekman
EFS wrote:Also, any chance of getting the trees/grass working with Octane? What I would love is to have something like Terrain Composer or CTS generate a terrain, along with the vegetation, and then see it in Octane .
ChrisHekman wrote:EFS wrote:Also, any chance of getting the trees/grass working with Octane? What I would love is to have something like Terrain Composer or CTS generate a terrain, along with the vegetation, and then see it in Octane .
Yes, this is in the planning.
EFS wrote:ChrisHekman wrote:EFS wrote:Also, any chance of getting the trees/grass working with Octane? What I would love is to have something like Terrain Composer or CTS generate a terrain, along with the vegetation, and then see it in Octane .
Yes, this is in the planning.
Heightmaps as well? The level of realism between a terrain with and without heightmaps is huge, and I'm sure you are well aware .
DNArt wrote:Hi all
Any progress on this topic?
I have octane for Blender and Unity but have no clue how to render a terrain in any of these.
Is this a general octane issue?
Are there 3th party solutions to this ?
i can easily imagine getting hooked on octane but .
Must i render the terrain with an other render engine and add in manually in AE or PS ?
Any help or tips would be appreciated
Happy weekend
ChrisHekman wrote:The latest release of Octane for Unity already supports unity terrains. We copy over whatever the unity terrain heightmap is. So if you set the unity heightmap, the octane heightmap will be the same.
Is that what you mean?
ChrisHekman wrote:EFS wrote:ChrisHekman wrote:The latest release of Octane for Unity already supports unity terrains. We copy over whatever the unity terrain heightmap is. So if you set the unity heightmap, the octane heightmap will be the same.
Is that what you mean?
EFS wrote:Did you notice my response from a week ago? You asked if that's what I meant, and it wasn't. Again, sorry for the unclarity. It would be really helpful to know if this is planned or not, and if it is, what the expected timeline (ie: so far away I shouldn't hold my breath, or within the next few updates) is.
Basically: Do I stick to Octane in 3ds max, or am I planning on using octane in Unity to take advantage of easier terrain stuff. Which, for me, requires displacement mapping to make it worth it.
Thanks!
ChrisHekman wrote:EFS wrote:Did you notice my response from a week ago? You asked if that's what I meant, and it wasn't. Again, sorry for the unclarity. It would be really helpful to know if this is planned or not, and if it is, what the expected timeline (ie: so far away I shouldn't hold my breath, or within the next few updates) is.
Basically: Do I stick to Octane in 3ds max, or am I planning on using octane in Unity to take advantage of easier terrain stuff. Which, for me, requires displacement mapping to make it worth it.
Thanks!
The second example I gave ealier in this thread will give you what you mean. You can use an PBR override material on a place and then give that material a heightmap etc.
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