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Octane 2020.1.3 For Unreal Engine - v0.38: Hot-Fixes

Posted: Wed Jul 08, 2020 10:09 am
by ChrisHekman
Octane for Unreal Engine 0.38
Fixes:
  • Light visibility and HiddenIngame
  • Rendertargets now retain changes to values when switching to PIE and when switching to rendering with sequencer
  • ObjectLayerComponent now works on skeletal mesh components

UE 4.25
Studio Installer: https://www.otoyserver.com/unrealengine ... UE4_25.exe
Enterprise Installer: https://www.otoyserver.com/unrealengine ... UE4_25.exe
Free Version Installer: https://www.otoyserver.com/unrealengine ... UE4_25.exe

UE 4.24
Studio Installer: https://www.otoyserver.com/unrealengine ... UE4_24.exe
Enterprise Installer: https://www.otoyserver.com/unrealengine ... UE4_24.exe
Free Version Installer: https://www.otoyserver.com/unrealengine ... UE4_24.exe

UE 4.23
Studio Installer: https://www.otoyserver.com/unrealengine ... UE4_23.exe
Enterprise Installer: https://www.otoyserver.com/unrealengine ... UE4_23.exe
Free Version Installer: https://www.otoyserver.com/unrealengine ... UE4_23.exe

Re: Octane 2020.1.3 For Unreal Engine - v0.38: Hot-Fixes

Posted: Fri Jul 10, 2020 1:26 am
by Kalua
Thanks, team!

Re: Octane 2020.1.3 For Unreal Engine - v0.38: Hot-Fixes

Posted: Mon Jul 13, 2020 8:33 pm
by Dev_Ethan
Unreal's Landscape layering system makes the landscape render black.
Also will landscape grass and holes be supported in any capacity?

Will love to see complete landscape support for portfolio pieces <3

Re: Octane 2020.1.3 For Unreal Engine - v0.38: Hot-Fixes

Posted: Tue Jul 14, 2020 8:33 am
by ChrisHekman
Dev_Ethan wrote:Unreal's Landscape layering system makes the landscape render black.
Also will landscape grass and holes be supported in any capacity?

Will love to see complete landscape support for portfolio pieces <3
It can render black when you use material nodes that are not supported.

I just did a test on my machine, and it works here. Could you share your material?

Re: Octane 2020.1.3 For Unreal Engine - v0.38: Hot-Fixes

Posted: Wed Jul 15, 2020 12:20 am
by Dev_Ethan
Using the landscape layer blend node which is used to paint materials to the landscape, cheers :)

https://docs.unrealengine.com/en-US/Eng ... rblendnode

Re: Octane 2020.1.3 For Unreal Engine - v0.38: Hot-Fixes

Posted: Thu Jul 16, 2020 12:46 pm
by Notiusweb
Hi - what's the deal with lights, it seems like scenes get blown out and I have to reduce the Exposure. I am using a Texture environment with a black color, so it's just lighting. But it looks completely blown out with Exposure at 1.0.
THX!

UPDATE:
I figured it out....there is a window having translucency and an emission to emulate a glowy outdoor light source, and Octane just cranks that emission up more than UE4 does.
There is some way to fix translucency issues, right? You unclick something in the UE4 material editor or something?

THX!

Re: Octane 2020.1.3 For Unreal Engine - v0.38: Hot-Fixes

Posted: Thu Jul 16, 2020 2:00 pm
by ChrisHekman
Notiusweb wrote:Hi - what's the deal with lights, it seems like scenes get blown out and I have to reduce the Exposure. I am using a Texture environment with a black color, so it's just lighting. But it looks completely blown out with Exposure at 1.0.
THX!
There are multiple possible causes for this.

To start it is important to note that the plugin will try to keep the basic light values and texture values the same across unreal and octane.

However this has the following issues and limitations:
- Unreal postprocessing: The unreal tonemapper and eye adaption cause differences in the perceived lighting of the scene.
- Unreal light attenuation (range). Octane does not support light attenuation. This can mean that in unreal a light does not illuminate a surface, but in octane it does.
- Indirect lighting. Unreal scenes do not always show indirect lighting. This can cause the scene to look darker in unreal.


You can check if the light conversion went wrong by selecting the unreal "Pre Tonemap HDR Color" buffer visualisation,
and then compare it with a default octanerendertarget imager with "response curve" set to "Linear/Off".

It might also be a good idea to turn eye-adaption off by default when working with Octane.


If you think light is still to bright beyond the factors listed above, please provide me an example and i'll try to fix it.

Re: Octane 2020.1.3 For Unreal Engine - v0.38: Hot-Fixes

Posted: Thu Jul 16, 2020 2:41 pm
by ChrisHekman
Dev_Ethan wrote:Using the landscape layer blend node which is used to paint materials to the landscape, cheers :)

https://docs.unrealengine.com/en-US/Eng ... rblendnode

This node works here. could you share your whole material or scane with the terrain in it?

Re: Octane 2020.1.3 For Unreal Engine - v0.38: Hot-Fixes

Posted: Thu Jul 16, 2020 5:59 pm
by Notiusweb
Thanks for the info Chris, these work...I appreciate you providing the help!