how does postprocess stack support work?

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adamnerva
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Joined: Mon Apr 27, 2015 9:01 pm

The Unity blog claims the following of Octane for Unity:
Leverage Unity’s Post-Processing Stack

Combine the power of Octane’s physics-based rendering with Unity’s Post-Processing Stack to design a signature look for your project. Unity’s color grading, light boom, depth of field, lens flare, and more, can now enhance cinematic scenes composed with OctaneRender® for Unity.
But I have attached a postprocess layer to the camera selected in the PBR render target and it doesn't apply to the octane render. I checked the documentation, and I couldn't find it mentioned there.
spelafort
Licensed Customer
Posts: 2
Joined: Sun Jul 26, 2020 7:17 pm

hi, sorry to necro but does anyone know the answer to this?

the publicity really makes it seem as though octane plays well with unity's post processing stack(s):
Combine the power of Octane’s physics-based rendering with Unity’s Post-Processing Stack to design a signature look for your project. Unity’s color grading, light boom, depth of field, lens flare, and more, can now enhance cinematic scenes composed with OctaneRender® for Unity.
https://blogs.unity3d.com/2018/03/22/oc ... ty-update/

but then the guide only mentions the post effects available within the PBR Render Target itself:

https://docs.otoy.com/UnityH/UnityManua ... essing.htm

and in fact, Unity's own blog post (above) doesn't show the post effects being applied to the PBR render view, only to standard unity game view!

https://blogs.unity3d.com/wp-content/up ... age2-1.png

can anyone shed light on this?
spelafort
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Posts: 2
Joined: Sun Jul 26, 2020 7:17 pm

sorry to necro, but
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