kavorka wrote:I get the same thing from Blender.
What exactly thing you have in Blender, can you please explain in detail with screenshots? As so far - I can't see here some issues, all works OK for me if I carefully set up the animated scene in Blender...
kavorka wrote:I can't speak for other people, but I am using the OR4B plugin and exporting. I noticed I get less material pins when I export my animation with moveable geometry over ride.
I will try to explain, as perhaps there is some misunderstanding...
Blender plugin (and Maya plugin too) have complicated animation geometry settings which purpose is to be able to "maximally minimize" the geometry export time in animations. I've already explained it somewhere in Blender threads - if you animate in "
Full" animation mode - for every "
Global" scene geometry you get
the new different geometry object
in every frame, with all its pins. So finally you get overall amount of pins of all geometry in all frames for "
Full" mode. Materials are "collapsed" by their names, so even in this case, if you have carefully set all node-materials to the geometry, you will get some like this for 10 frames animation:
As all this big amount of pins will be connected to the the same materials in different frames.
But if you have some material not properly set as named node-material - Octane will give it the automatic name which contains the mesh name in it to be unique. The doubled in every frame global meshes have different names, so these materials will get different names too. So finally - you will get different materials for different frames.
Anyway - using the "Full" animation mode together wit "Global" meshes - is bad idea from the point of view of performance. "Global" meshes are very good for some static complicated images renderings, as interiors - as in this case the geometry export time does not matter in comparison to the render time, but the render time will be faster in the case of entire scene as "Global" mesh...
But for animation - you can dramatically improve the geometry export time for the entire animation if you will carefully tune all the scene geometry. So, in this case, some rules:
- Set the animation mode to "Movable proxy"
- Set all the geometry objects which are static between frames as "Scatter". In this case this geometry will be exported and evaluated only
once, in the first frame of animation.
- Set all the geometry objects which move between frames (but not deform) to "Movable proxy" type. In this case this geometry will be exported and evaluated only
once, in the first frame, but the transform will be reloaded every frame. This is fast operation.
- Set all the geometry objects which
deform between frames to "Reshapable proxy" type. In this case only this geometry will be reloaded and reevaluated every frame.
- Check that all the geometry have properly set material
nodes which are properly
named.
Something like this...