Octane v3 baked maps & UE4

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ristoraven
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So, at the moment I have baked materials of simple table and one rusty metal object. I imported these to UE4 and everything looks as it should. But wait, how about the fresnel effect from these Octane maps? As they are at the moment baked, so if I walk around these objects in UE4, there's no fresnel effect..?

As a solution, I figured that because I do anyways all the texturing in Quixel Suite, obvious thing what comes to my mind is that while I export Octane materials, at the same time I'll export all the shiny maps to UE4 and then mix them all finally in UE4?

Is this a sound approach or am I way off the track?

In another words: what is the best workflow to get Octane baked materials to UE4?
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glimpse
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Curious about that too =)

Guess at some point we'll see some tuts, but maybe some devs could give so tips by word, please =)
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gabrielefx
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Fresnel depends by camera position.
I think you should tweak all textures except Octane standalone exports native Unreal materials and rebuilds the node structure...
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ristoraven
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I came up with this testing plan.

- model everything as single solid object. No layered objects.
- Quixel Suite texturing: export Octane sRGB and UE4 maps ( UE4 maps as .bmp what John Carmack suggests if GearVr is the target).
- Set up the scene in Lightwave
- As I have no idea how to tag object IDs to baking camera in Lightwave, I export the whole scene to Octane Standalone
- bake all objects individually (.bmp)
- Finally in UE4 use the Octane baked .bmp as albedo and then use UE4 specular, roughness and normal maps as usual.

I haven't tested yet with a bigger set up, just very basic consept. This should work..?
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FrankPooleFloating
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Mr Raven, you could use PB Texture Baker in Modeler to make an ID Map. Just make unique colors for each surface (in LW Surface Editor > Color) and bake Color map.
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ristoraven
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FrankPooleFloating wrote:Mr Raven, you could use PB Texture Baker in Modeler to make an ID Map. Just make unique colors for each surface (in LW Surface Editor > Color) and bake Color map.
Yes, I have done that, but I ran out of unique colors quite fast. :)

I baked them in layout and got lazy and skipped the process with Quixel 2 one button solution..

I didn't know I could bake them in modeler as well.. :o
ristoraven
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Okay, thanks.

I'll check this one out.
http://www.blytools.com/baker.html
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FrankPooleFloating
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If you use ZB, another tip is using Polygroups > Autogroups. If you just need a quick ID, pop it over with GoZ, do Autogroups, Make Polypaint (Flip Y), export map and close ZB... takes mere minutes. ;)
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ristoraven
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No, not yet on ZB.. It is on my list. Postponed that one. :)
I have used just sculptris for basic sculpting thus far..

Anyways, thanks for the plugin. Now I am wondering how I have could survived without it thus far. Of course this needs to be made with colorID maps.

Now I have fiddled with Octane baked materials with three materials on it in UE4.

- Octane bake as 'albedo'
- specular, roughness and normal maps are straight from quixels UE4 preset.


Fresnel works ok.

Next question is that how do I disable pretty much all UE4 lights and have just some very basic "global illumination" without a distinct light source other than a mockup light to cheat Octanes light source?

--> need to dig into UE4 manuals.

(I think I'll survive with this: https://www.youtube.com/watch?v=hU0nP3QK2dI on the background )
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FrankPooleFloating
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Hey, you're welcome bro. PBTB is the shizz.

I failed to mention (for anyone else) that you want to Merge Similar in Polygroups, when you have copies of stuff, bolts etc... And that Polygroups > Autogroups does not work for everything.. you kind of need to have stuff set up correctly before shooting over to ZB.
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