Octane 2020 For Unreal Engine - v0.33: Animated ORBX Export

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Moderator: ChrisHekman

ChrisHekman
OctaneRender Team
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Octane for Unreal Engine 0.33
Changes:
  • Added Animated ORBX export to sequencer.
    * It is recommended to use Alembic as a geometry export format as FBX has problems with mesh deformations atm.
  • Upgraded to 2020.1.RC2
  • Improved subsurface material conversion
Fixes:
  • Fixed Terrain crash in play mode
  • Fixed CPU Skinning issue
  • CPU Skinning is now optional
  • Fixed invalid node save issue
  • Fixed transparancy issue with hair materials
  • Fixed parent material issue in octane materials
UE 4.24
Studio Installer: https://www.otoyserver.com/unrealengine ... UE4_24.exe
Enterprise Installer: https://www.otoyserver.com/unrealengine ... UE4_24.exe
Free Version Installer: https://www.otoyserver.com/unrealengine ... UE4_24.exe

UE 4.23
Studio Installer: https://www.otoyserver.com/unrealengine ... UE4_23.exe
Enterprise Installer: https://www.otoyserver.com/unrealengine ... UE4_23.exe
Free Version Installer: https://www.otoyserver.com/unrealengine ... UE4_23.exe
Last edited by ChrisHekman on Tue Apr 28, 2020 5:46 pm, edited 3 times in total.
EvolverInteractive
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Awesome thank sir,
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Notiusweb
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Hey Chris, looks good!

One thing, I will send over a similar scene again, this time with the eyelash using a different parented material type. There is another mode that can be used, but still comes out opaque yet.
If you could take a look that would be awesome.

But the mode I gave you is fixed now :D
Also, maybe you can look at the HDRI backdrop, the projection gets warped in the Octane plugin
EyelashOpacity.2.jpg

Cool! THX!!!!
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StyleMarshal
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Thx Chris , ORBX export is working great :-)

@ Notiusweb , for me HDRI backdrop looks ok.
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Notiusweb
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Hi Chris, I sent you the new test scene.

@Style Marshal - that's interesting, you can see in my pic that it was stretched out or something (doesn't match), but yeah in yours it matched.
Wondering was that part of the ORBX?
Because what is that exactly, an ORBX from Standalone, or an ORBX you sent out to Standalone from UE4 plugin?
As in, this all was originally an export of an ABC, into UE4, and that went to Standalone, right? Or did it start out FBX....
See - the 10%! :oops:
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StyleMarshal
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Hope I catched 11% now :D
It is a normal UE4 Scene , only the Cape is imported as Alembic Cache.
I don't know why your HDRI background is stretched but I guess Chris will know :roll:
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Notiusweb
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@StyleMarshall
Are your avatar-figure blendshapes appearing on render now with the Octane plugin, as in coming through with FBX, or only possible with Alembic cache.
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StyleMarshal
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@Notiusweb
Yes , my animated Character blend shapes / morph targets are rendering fine with Octane Plugin , imported as fbx.
ChrisHekman
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StyleMarshal wrote:@Notiusweb
Yes , my animated Character blend shapes / morph targets are rendering fine with Octane Plugin , imported as fbx.
Notiusweb wrote:@StyleMarshall
Are your avatar-figure blendshapes appearing on render now with the Octane plugin, as in coming through with FBX, or only possible with Alembic cache.
Both FBX/SkinnedMesh morphtargets and alembic geometry cache should work.

If you are referring to my comment "It is recommended to use Alembic as a geometry export format as FBX has problems with mesh deformations atm.", this relates to the geo export format that octane uses to export animations to ORBX.
Import formats into unreal and octane should work fine as is.
StyleMarshal
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Both FBX/SkinnedMesh morphtargets and alembic geometry cache should work.

...

Yes , works fine here.

...

Chris did you have taken a look to the new Groom System in UE4.25?
Do you think it will be possible to render in Octane Plugin in the future ?
Full body test here :
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