Octane plugin normal maps problem

Unreal® Engine Integrated Plugin

Moderator: ChrisHekman

amadudkin
Posts: 10
Joined: Mon Jan 06, 2020 9:02 am

EvolverInteractive wrote:The solution has already been given, in that some DDC for the green channel.
1. Get both Unreal and Octane going the same direction (even wrong)
2. Add to the normal node, a float value and a flatten normal
3. Adjust value positive or negative for best results.
It seems that this is too difficult for me at this stage.. Maybe you will be able to show this process on the screenshot?
ChrisHekman
OctaneRender Team
Posts: 1061
Joined: Wed Jan 18, 2017 3:09 pm

amadudkin wrote:
ChrisHekman wrote:I found the Quixel material you are using.
Seeing as the material is upside-down, am I correct in that you are scaling the model with a negative scale?
No, I initially checked the directions of all the normals of my object, they are OK, upside down doors-this is my UV mapping error. In addition to this, I checked other materials like concrete or wood textures, they behave in a similar way
I might have a fix. Would you be able to share some of the models you are using?

Do you have the same normal shading error when you are using the unreal sphere primitive?
amadudkin
Posts: 10
Joined: Mon Jan 06, 2020 9:02 am

ChrisHekman wrote:
amadudkin wrote:
ChrisHekman wrote:I found the Quixel material you are using.
Seeing as the material is upside-down, am I correct in that you are scaling the model with a negative scale?
No, I initially checked the directions of all the normals of my object, they are OK, upside down doors-this is my UV mapping error. In addition to this, I checked other materials like concrete or wood textures, they behave in a similar way
I might have a fix. Would you be able to share some of the models you are using?

Do you have the same normal shading error when you are using the unreal sphere primitive?

Here is my model, on which I tested the materials https://drive.google.com/open?id=1isR7m ... bia76Hmn4h

Yes, the standart unreal sphere primitive has the same problem Image
ChrisHekman
OctaneRender Team
Posts: 1061
Joined: Wed Jan 18, 2017 3:09 pm

Strange I am getting correct results on my end. Which plugin version are you using?
amadudkin
Posts: 10
Joined: Mon Jan 06, 2020 9:02 am

i use Unreal Engine 4.23.1 and Octane Prime 0_24_UE4_23 (the full name of my octane installer)
ChrisHekman
OctaneRender Team
Posts: 1061
Joined: Wed Jan 18, 2017 3:09 pm

amadudkin wrote:i use Unreal Engine 4.23.1 and Octane Prime 0_24_UE4_23 (the full name of my octane installer)
Could you try the latest version? I made a couple of changes related to normals in 0.25 or 0.26 i believe.

viewtopic.php?f=132&t=73502
EvolverInteractive
Licensed Customer
Posts: 133
Joined: Thu Dec 27, 2018 7:31 am

Got to the help section

viewtopic.php?f=134&t=73651
amadudkin
Posts: 10
Joined: Mon Jan 06, 2020 9:02 am

ChrisHekman wrote:
amadudkin wrote:i use Unreal Engine 4.23.1 and Octane Prime 0_24_UE4_23 (the full name of my octane installer)
Could you try the latest version? I made a couple of changes related to normals in 0.25 or 0.26 i believe.

viewtopic.php?f=132&t=73502
Thanks, it works!
theghalwash
Posts: 22
Joined: Tue Jul 30, 2019 3:57 pm

ue4 needs the green channel to be flipped .. octane need the green channel to stay unflipped. that is the case.
Post Reply

Return to “Unreal® Engine”