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Re: Octane render + Unreal 4
Posted: Thu Jul 21, 2016 5:05 am
by ZombieDisco
Niiiice!
I have question for Octane developers is it possible to render in one pass only shadows and lights with transparent background?
So when I import to Unreal I could mix baked shadows+light with regular texture, because for floor or carpet that you saw in video I needed to bake floor,carpet twice, but maybe with shadows+lights transparent pass I could render only once and mix them in UE4 with any regular texture.

This is how the in-development plugin for UE works. If you want to try separating out the lighting pass manually:
1. Go to render passes and check "Raw", "Diffuse" and "Diffuse filter"
2. Bake the Diffuse pass and save it as "lighting.png"
3. In UE, set your material to be 'Unlit" and use an Add node to combine your original diffuse texture and the lighting image from above. Connect the diffuse to "base colour" and the combined passes to "emissive".
You can actually set the material to Default Lit if you like and mix it in with dynamic UE lights, but delete any directional lights from the scene as they don't work too well with it.
The plugin will automate this process.
Also, try to make sure your UE materials are power-of-two or it won't generate any mipmaps. The maximum texture size that it'll actually use is 4096x4096.
Re: Octane render + Unreal 4
Posted: Thu Jul 21, 2016 5:53 pm
by mark0spasic
justin-cook wrote:Niiiice!
I have question for Octane developers is it possible to render in one pass only shadows and lights with transparent background?
So when I import to Unreal I could mix baked shadows+light with regular texture, because for floor or carpet that you saw in video I needed to bake floor,carpet twice, but maybe with shadows+lights transparent pass I could render only once and mix them in UE4 with any regular texture.

This is how the in-development plugin for UE works. If you want to try separating out the lighting pass manually:
1. Go to render passes and check "Raw", "Diffuse" and "Diffuse filter"
2. Bake the Diffuse pass and save it as "lighting.png"
3. In UE, set your material to be 'Unlit" and use an Add node to combine your original diffuse texture and the lighting image from above. Connect the diffuse to "base colour" and the combined passes to "emissive".
You can actually set the material to Default Lit if you like and mix it in with dynamic UE lights, but delete any directional lights from the scene as they don't work too well with it.
The plugin will automate this process.
Also, try to make sure your UE materials are power-of-two or it won't generate any mipmaps. The maximum texture size that it'll actually use is 4096x4096.
Thank you
justin-cook,
In 3dsmax we don`t have RAW pass this is probably Beauty pass? Also I should also apply Alpha channel in kernel settings?
Could you post example of simple scene, lets say box and one light with added material and rendered passes "Raw", "Diffuse" and "Diffuse filter"
and also screen shot from UE4 so I could see how you made material.
Also when can we play with some Octane alpha for UE4 plugin?
Thank you in advance.

Re: Octane render + Unreal 4
Posted: Thu Jul 21, 2016 8:58 pm
by mojave
mark0spasic wrote:
In 3dsmax we don`t have RAW pass this is probably Beauty pass? Also I should also apply Alpha channel in kernel settings?
Could you post example of simple scene, lets say box and one light with added material and rendered passes "Raw", "Diffuse" and "Diffuse filter"
and also screen shot from UE4 so I could see how you made material.
Also when can we play with some Octane alpha for UE4 plugin?
Thank you in advance.

@mark0spasic
RAW is not a pass but an option that allows to capture the colour of the first surface hit by a ray. You can read more about it
here.
In the 3ds Max plugin this can be enabled enabling the
Raw
flag in
Rendering > Render Setup > Kernel > Kernel Type > Beauty passes setup
.
Adding alpha into your baked maps is probably something you want to do, as way of example if you are mapping textures with alpha to your mesh. Think of a wall with a window which glass has various degrees of transparency. In this case the output map will respect that exporting it in the output alpha.
I hope that helps.
Re: Octane render + Unreal 4
Posted: Thu Jul 21, 2016 9:37 pm
by mark0spasic
mojave wrote:mark0spasic wrote:
In 3dsmax we don`t have RAW pass this is probably Beauty pass? Also I should also apply Alpha channel in kernel settings?
Could you post example of simple scene, lets say box and one light with added material and rendered passes "Raw", "Diffuse" and "Diffuse filter"
and also screen shot from UE4 so I could see how you made material.
Also when can we play with some Octane alpha for UE4 plugin?
Thank you in advance.

@mark0spasic
RAW is not a pass but an option that allows to capture the colour of the first surface hit by a ray. You can read more about it
here.
In the 3ds Max plugin this can be enabled enabling the
Raw
flag in
Rendering > Render Setup > Kernel > Kernel Type > Beauty passes setup
.
Adding alpha into your baked maps is probably something you want to do, as way of example if you are mapping textures with alpha to your mesh. Think of a wall with a window which glass has various degrees of transparency. In this case the output map will respect that exporting it in the output alpha.
I hope that helps.
Thank you
mojave I see now I needed to tick Raw in option to be able to see the difference in Diffuse beauty pass,
Still it would be good to see some of your examples of rendered maps and also material setup in UE4.

Re: Octane render + Unreal 4
Posted: Thu Jul 21, 2016 9:43 pm
by ZombieDisco
Try configuring your material like this:
http://imgur.com/a/Ga8sC
If you've already unwrapped your UVs (which you probably have) then you should use the first channel for your lighting UVs, but it's a good option to separate out your lighting UVs and your texture UVs so you can do repeating diffuse textures.