jakemetz11 wrote:I understand. A switch that changes all converted materials would definitely do the trick. We're really looking to just use the GGX option in BRDF for every converted material instead of "Octane" which is currently used by default. Having the ability to do this would be a huge improvement for us.
Check out number 1 from this doc we made about the issue if that helps as well:
https://docs.google.com/document/d/1zsp ... FbULfFGo4/. This outlines a few other things we've found as well, but BRDF is by far our biggest blocker. Thanks!
Ok, I have added a method of changing the default BRDF. Additionally a C# api has been added.
Some notes on your google doc:
Item 1 and 3:
If you are blocked now, and need to continue forward, it is possible to use Octane Override Shaders. It takes some extra work, but would unblock you.
Octane Override shaders were added specifically for effects such as glass-like materials with reflection/refraction.
Here is an example:
https://www.youtube.com/watch?v=mP4GhJAuwAwItem 4:
This is an annoying bug we seem to have with the denoiser pass.
You can however show the denoised pass in the Octane Viewport inside of unity.
https://youtu.be/ZfJdmF7-Xz8?t=537Item 5:
Ill see if its possible to convert these.