loading custom shader in Octane

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Zhhao0615
Posts: 2
Joined: Wed May 08, 2019 1:40 am

I am trying to write my custom shader within octane rendering.And i have known that some posts said octane only accept "standard" or "specular (setup)" of bulit-in unity shader. So i try to modified built-in shader code(eg: .cginc file, .shader file),i found that it is successfully reset in unity but not work in octane viewport, i wonder if octane doesn't use any unity bulit-in shader code and just according to their shader parameters to load octane yourselves shader code hid? could you tell me where the shader code used by octane viewport ?
ChrisHekman
OctaneRender Team
Posts: 1055
Joined: Wed Jan 18, 2017 3:09 pm

OctaneForUnity does not use unity shader code for technical reasons. We have our own shaders that perform like unity.

OctaneForUnity does allow you to create your own custom octane materials
Create a new octane override material using this guide: https://www.youtube.com/watch?v=fCBi3Fb ... VS&index=3
Create an OSL Texture node. Press the button with the pen icon at the top right corner.
A new window will pop up that allows you to write texture shading code.
Zhhao0615
Posts: 2
Joined: Wed May 08, 2019 1:40 am

ChrisHekman wrote:OctaneForUnity does not use unity shader code for technical reasons. We have our own shaders that perform like unity.

OctaneForUnity does allow you to create your own custom octane materials
Create a new octane override material using this guide: https://www.youtube.com/watch?v=fCBi3Fb ... VS&index=3
Create an OSL Texture node. Press the button with the pen icon at the top right corner.
A new window will pop up that allows you to write texture shading code.
i will understand your purpose for setting this limitation,but not good news for software developers who interested in Octane rendering. you know ,software developers using unity3d are more than graphics designers,not like 3dmax ,c4d,maya .So i hope your team really consider about this problem .
ChrisHekman
OctaneRender Team
Posts: 1055
Joined: Wed Jan 18, 2017 3:09 pm

It is not a limitation we set by choice, but a fundamental problem in bridging the gap between a rasteriser like Unity and a pathtracer like Octane.
Which is why we made support for the default unity shaders, and allow users to create their own Octane Shaders when they want additional graphical effects.
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