I’ve been experimenting with Octane Render’s spectral rendering combined with USD pipelines, and I’m running into a conceptual and technical limitation that I haven’t seen clearly addressed before.
In a production setup where USD is used as the primary scene description, materials are authored once and reused across multiple DCCs. However, Octane’s spectral rendering model relies heavily on wavelength-dependent behavior that isn’t always representable in standard USD Preview Surface or even MaterialX without custom extensions.
How do you reconcile Octane’s spectral accuracy with a USD-first pipeline without locking the lookdev to Octane-specific material definitions?
How Can Octane Spectral Rendering Be Maintained in a USD First Pipeline
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