Re: combining custom environment texture with sun
Posted: Sat Sep 12, 2020 5:39 pm
yes, thanks lino,
your method works exactly right. i tried all these values but was winging it and could get the results that looked ok. worse, the camera has its own settings too, which makes troubleshooting hard. i would not say its the most intuitive in any case.
but there was also an issue (or my ignorance) of controlling the sun and sky intensity separately. i mentioned in this thread a couple of times.
there are also other questions i have had regarding the "power" values causing completely different results when going back and forth from 0 and 1. i have described them and put up both screenshots as steps and the blender file.
this really looks like a bug and what i was referring to with my "unusable" complain. similar thing happened with a fog box recently and i posted about it with screencaps. (going below a certain density wasn't incremental anymore but the fog would just disappear entirely.)
i wont go into the discussion about the blender plugin. you say its fine, people love it, thats great. octane is gorgeous no doubt about it. but when the parameter values dont produce expected results its impossible the troubleshoot and not usable to me personally.
again a subjective opinion, but the unreal implementation feels far tighter with the host- even with warts and all: native material, texturemap support and all the different lights types(not only area light) enable me to shade and light in the native viewport or go back and forth between UE and octane if needed. cinema4d IIRC also had this ability.
i am not trying to criticize anyone's work. if i understand well each plugin is developed by one person which in some cases mans the forums too. my impression is more resources could go towards those that develop these plugins, thats all.
back to your example: i got the sky looking good but i dont have the direct sunlight and casted shadows as you do. as grimm suggested i can use my exr as a skybox in the daylight system and have sun that way, but i dont understand how you made your setup. you have the same texture env setup as i (attached image) but a different look.
a general question:
i´d prefer to work and render in blender and not mess with exporting alembic and fbx to unreal. i was under the impression that rendering is faster in unreal but you mentioned that each plugin should perform the same.
are there any options or hardcaps setup in unreal out of the box that are optimized in any way? if so, what could i tweak to get close to that performance?
second question, is there any chance that atleast image texture maps of native blender and octane could ever be compatible? the idea being that one could use eevee for viewport and octane for rendering and setup independent shader trees that just share the same image maps.
your method works exactly right. i tried all these values but was winging it and could get the results that looked ok. worse, the camera has its own settings too, which makes troubleshooting hard. i would not say its the most intuitive in any case.
but there was also an issue (or my ignorance) of controlling the sun and sky intensity separately. i mentioned in this thread a couple of times.
there are also other questions i have had regarding the "power" values causing completely different results when going back and forth from 0 and 1. i have described them and put up both screenshots as steps and the blender file.
this really looks like a bug and what i was referring to with my "unusable" complain. similar thing happened with a fog box recently and i posted about it with screencaps. (going below a certain density wasn't incremental anymore but the fog would just disappear entirely.)
i wont go into the discussion about the blender plugin. you say its fine, people love it, thats great. octane is gorgeous no doubt about it. but when the parameter values dont produce expected results its impossible the troubleshoot and not usable to me personally.
again a subjective opinion, but the unreal implementation feels far tighter with the host- even with warts and all: native material, texturemap support and all the different lights types(not only area light) enable me to shade and light in the native viewport or go back and forth between UE and octane if needed. cinema4d IIRC also had this ability.
i am not trying to criticize anyone's work. if i understand well each plugin is developed by one person which in some cases mans the forums too. my impression is more resources could go towards those that develop these plugins, thats all.
back to your example: i got the sky looking good but i dont have the direct sunlight and casted shadows as you do. as grimm suggested i can use my exr as a skybox in the daylight system and have sun that way, but i dont understand how you made your setup. you have the same texture env setup as i (attached image) but a different look.
a general question:
i´d prefer to work and render in blender and not mess with exporting alembic and fbx to unreal. i was under the impression that rendering is faster in unreal but you mentioned that each plugin should perform the same.
are there any options or hardcaps setup in unreal out of the box that are optimized in any way? if so, what could i tweak to get close to that performance?
second question, is there any chance that atleast image texture maps of native blender and octane could ever be compatible? the idea being that one could use eevee for viewport and octane for rendering and setup independent shader trees that just share the same image maps.