Octane v3 baked maps & UE4

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azims
Licensed Customer
Posts: 93
Joined: Sat Mar 29, 2014 5:55 am

Dang, you are right, instead of checking all the boxes, I should have read through them and unchecked the merge boxes. Surely that would have saved a couple of hours fighting the installs. :D Thanks, I have alembic working now, but due to my impatience I already had started baking and 1/3 are done. If my meshes were clean and don't have any overlapping uv's do I need to still use alembic or will OBJ be OK for the job?

Thanks,
ZombieDisco
OctaneRender Team
Posts: 23
Joined: Mon Jul 20, 2015 9:26 pm

Haha nice. Yep you'll be fine with OBJ.
azims
Licensed Customer
Posts: 93
Joined: Sat Mar 29, 2014 5:55 am

Thanks,
azims
Licensed Customer
Posts: 93
Joined: Sat Mar 29, 2014 5:55 am

Hi Justin,

I have brought my Octane textures in UE4, see attached. 4k textures currently as laptop is getting bogged down with 8k textures in UE4.

Couple of follow up questions for you
1) Can you post a screen capture of how to set the '.exr as the preview material in UE4' (for material instancing)?
2) Besides DK2, I would also like to run this scene using Gear VR. What would be quick way to downscale the .exr to 2k? Can the 4k texture be clamped to 2k in UE4?

Thanks,
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ZombieDisco
OctaneRender Team
Posts: 23
Joined: Mon Jul 20, 2015 9:26 pm

The first section in this guide should answer your question on material parameters: https://docs.unrealengine.com/latest/IN ... index.html

You can downscale the exr files in photoshop - that's one option. UE itself should cook textures to an appropriate size for the target platform but I'm not 100% sure what it will do with 8k textures enabled. You could try downsampling them and seeing if there's a noticeable difference between the 8k and manually resized versions.
azims
Licensed Customer
Posts: 93
Joined: Sat Mar 29, 2014 5:55 am

Thanks,
ZombieDisco
OctaneRender Team
Posts: 23
Joined: Mon Jul 20, 2015 9:26 pm

By the way, those images are looking nice! What render kernel did you use?
azims
Licensed Customer
Posts: 93
Joined: Sat Mar 29, 2014 5:55 am

HI Justin,

In the render kernel, selection node I picked the last option. Overall my experience was that most of the setups we done fairly quickly. Two things which took most time were, first render time in octane and second final development/ shipping packaging in UE4. But quality wise I am happy as all my previous attempts of building lighting in UE4 resulted in some very janky unpresentable output. My next attempt will be to consolidate the textures to reduce their number so the final packaging in UE4 will take less time.

One issue I ran into was that one of my graphics cards kept failing and octane would not let me save the output of that render. I hope this will be fixed in full V3 version so I could salvage partial renders and not have to redo them.
azims
Licensed Customer
Posts: 93
Joined: Sat Mar 29, 2014 5:55 am

Justin,

In my Oct_UE4 exercise I had to redo the glazing in UE4. Is this the correct approach or is there a way to bring baked glazing from Octane?

Thanks,
ZombieDisco
OctaneRender Team
Posts: 23
Joined: Mon Jul 20, 2015 9:26 pm

Are you up to date with the latest graphics drivers? The UE team recommend that you use the latest driver release and not beta drivers, but I've had no issue with beta drivers myself and sometimes they fix things that would otherwise break.

We're still looking at our glass solution. I wanted to bake out some information related to those surfaces but in the end we only need to know in UE that 1. It's glass and 2. the refractive index. From there we just use a mostly transparent black material.

As you've noticed UE can't do specular hilights or reflections on transparent materials. It's possible to fake reflections with a scene capture component referenced in the glass shader but in the end our tests looked less jarring just with a straight transparent, refractive glass material.
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