Hello Chris, how to get the same color in UE4 as Octane Render.
We have tried almost everything, we tried desactivating tonemapper, https://forums.unrealengine.com/develop ... -to-fix-it , but we don't like desactivating tonemapper cause it is needed for many things.
The closest we get using tonemapper is by desactivating Autoexposure, Ambience Oclussion (in ue4 project settings) Desactivating. Eye Adaptation, and then introducing this Execute Command in level blue prints.
r.Streaming.PoolSize = "2000"
r.HDR.EnableHDROutput 0
r.HDR.Display.OutputDevice 0
r.HDR.Display.ColorGamut 0
r.TonemapperFilm 0
r.Tonemapper.Quality 0
r.TonemapperGamma 0
We tried also the oposite way, enable Interactive Render and View Port Otoy Render. Allthough we prefer being faithfull to Octane Render Original Color.
For us is very important the color, since we use UE4 for realtime. Previz
Would like to use color Standar, ACES, sRGB, REC 709, in both UE4 and Octane Render.
Any clue is. wellcome.
Thanks for your great work with the plugin.
Best
Octane 2020.1 For Unreal Engine - v0.39: 2020.1.4
Moderator: ChrisHekman
Hi Chris - Trouble in Paradise!
Reallusion introduced a new skin shader (for iClone application) specifically integrated to UE4, but Octane is not having it.
Octane renders the skin and eye elements as gray, not sure what in the UE4 shader is making this happen.
I am sending PMing a scene over, if you get a chance maybe you could tell what it is that's causing this. THX!
-Notiusweb
Reallusion introduced a new skin shader (for iClone application) specifically integrated to UE4, but Octane is not having it.
Octane renders the skin and eye elements as gray, not sure what in the UE4 shader is making this happen.
I am sending PMing a scene over, if you get a chance maybe you could tell what it is that's causing this. THX!
-Notiusweb
Win 10 Pro 64, Xeon E5-2687W v2 (8x 3.40GHz), G.Skill 64 GB DDR3-2400, ASRock X79 Extreme 11
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
- ChrisHekman
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Thanks for letting me know. Ill check if i can get my hands on the iclone materials.Notiusweb wrote:Hi Chris - Trouble in Paradise!
Reallusion introduced a new skin shader (for iClone application) specifically integrated to UE4, but Octane is not having it.
Octane renders the skin and eye elements as gray, not sure what in the UE4 shader is making this happen.
I am sending PMing a scene over, if you get a chance maybe you could tell what it is that's causing this. THX!
-Notiusweb
- ChrisHekman
- Posts: 1053
- Joined: Wed Jan 18, 2017 3:09 pm
Hi Mr Factory. This is a simple question with a complex answermrfactory wrote:Hello Chris, how to get the same color in UE4 as Octane Render.

For the plugin, we strive for having the exact same input values in octane as in unreal.
This means that the input values - textures, meshes, lights, colors - are the same in unreal and in octane.
However, unreal and octane have differences in how they create renders. Which creates differences in outputs
Post effects:
Unreal has various post effects that octane does not - and vice versa
The most important difference is the eye adaption post effect in unreal. It can completely change the brightness.
Other important causes are the tonemapper itself (you can edit it in a postprocessvolume)
Lights and lighting:
- Lights in unreal have a maximum range. In octane they dont. This can create changes in the lighting of your scene. Both in terms of brightness and in color.
- Color bleeding/Secondary light bounces from lights or emissive materials.
In unreal you need to bake light in the scene in order to get proper color bleeding. In octane, this is always visible, and can cause subtle differences in your end render
The post process effects can be reduced by doing the following:
The solution would probebly be to turn off eye adaption, and create a postprocessvolume with settings that resemble octane as closely as possible. This would include changing the tonemapper.
There might be more options in project settings in unreal, in the render/graphics settings.
Appreciate that Chris.ChrisHekman wrote:Thanks for letting me know. Ill check if i can get my hands on the iclone materials.Notiusweb wrote:Hi Chris - Trouble in Paradise!
Reallusion introduced a new skin shader (for iClone application) specifically integrated to UE4, but Octane is not having it.
Octane renders the skin and eye elements as gray, not sure what in the UE4 shader is making this happen.
I am sending PMing a scene over, if you get a chance maybe you could tell what it is that's causing this. THX!
-Notiusweb
BTW - you don't need anything in iClone, in the UE4 scene itself the UE4 materials that aren't transferring over to Octane with a visible color range are already in the UE4 scene.
THX!
Win 10 Pro 64, Xeon E5-2687W v2 (8x 3.40GHz), G.Skill 64 GB DDR3-2400, ASRock X79 Extreme 11
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
- ChrisHekman
- Posts: 1053
- Joined: Wed Jan 18, 2017 3:09 pm
We want to support it yes. But were waiting for groom to become part of unreal proper.ClaudLion wrote:Hi, there will be support for impoted alembic cache hair/fur with new groom system. its just show transparent no matter what i do.![]()
Hi Chris,
Does octane support rendering Exponential Height Fog or Atmospheric Fog? It didnt render for me, and I was wondering if there is a trick.
I really hope Octane will support particles and Niagara soon. The particles etc. are one reason I am shifting to Unreal away from C4D, they are just so fast and easy in Unreal.
Also can Unreal do the Vectron Fractals?
Keep up the great work! Thanks!
Does octane support rendering Exponential Height Fog or Atmospheric Fog? It didnt render for me, and I was wondering if there is a trick.
I really hope Octane will support particles and Niagara soon. The particles etc. are one reason I am shifting to Unreal away from C4D, they are just so fast and easy in Unreal.
Also can Unreal do the Vectron Fractals?
Keep up the great work! Thanks!
- ChrisHekman
- Posts: 1053
- Joined: Wed Jan 18, 2017 3:09 pm
expo and atmo fog are in the feature list.
Particles/niagara as well
Vectron fractals work, but only via proxy import of an orbx that contains them. Thus this requires a licence that can use standalone.
Particles/niagara as well
Vectron fractals work, but only via proxy import of an orbx that contains them. Thus this requires a licence that can use standalone.