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?
Octane v3 baked maps & UE4
Curious about that too =)
Guess at some point we'll see some tuts, but maybe some devs could give so tips by word, please =)
Guess at some point we'll see some tuts, but maybe some devs could give so tips by word, please =)
- gabrielefx
- Posts: 1701
- Joined: Wed Sep 28, 2011 2:00 pm
Fresnel depends by camera position.
I think you should tweak all textures except Octane standalone exports native Unreal materials and rebuilds the node structure...
I think you should tweak all textures except Octane standalone exports native Unreal materials and rebuilds the node structure...
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- ristoraven
- Posts: 390
- Joined: Wed Jan 08, 2014 5:47 am
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..?
- 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..?
- FrankPooleFloating
- Posts: 1669
- Joined: Thu Nov 29, 2012 3:48 pm
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
- Posts: 390
- Joined: Wed Jan 08, 2014 5:47 am
Yes, I have done that, but I ran out of unique colors quite fast.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.

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..

- ristoraven
- Posts: 390
- Joined: Wed Jan 08, 2014 5:47 am
- FrankPooleFloating
- Posts: 1669
- Joined: Thu Nov 29, 2012 3:48 pm
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
- Posts: 390
- Joined: Wed Jan 08, 2014 5:47 am
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 )

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 )
- FrankPooleFloating
- Posts: 1669
- Joined: Thu Nov 29, 2012 3:48 pm
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.
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.
Win10Pro || GA-X99-SOC-Champion || i7 5820k w/ H60 || 32GB DDR4 || 3x EVGA RTX 2070 Super Hybrid || EVGA Supernova G2 1300W || Tt Core X9 || LightWave Plug (v4 for old gigs) || Blender E-Cycles