Hi all,
I am experimenting with Octane on unity. I use a timeline with some alembic tracks but the octane recorder does not update the alembic object.
I use the official AlembicForUnity plugin (https://github.com/unity3d-jp/AlembicForUnity)
Other objects are rendered with the correct animation, but alembic objects stay frozen at the first frame
Even with the realtime render preview window open I can scrub along the timeline and see all animated objects move except the alembic ones (they do update if I disable and re-enable them).
It seems like the octane plugin does not sense the alembic mesh needs to be resent to the octane render process, is there a way I can force the mesh to be resent? Perhaps it could be added to the ProcessFrame method in AlembicForUnity/AlembicImporter/Assets/UTJ/Alembic/Scripts/Timeline/AlembicShotPlayable.cs
Timeline with Alembic track does not work
Moderator: ChrisHekman
We're working closely with Unity on this issue. There is no signal from Unity when a mesh data has changed, and without this, we would have to resubmit all data to Octane just in case something has changed. It would grind the applications to a halt, and you could never render more than a single sample (as Octane would reset every time data got resubmitted).
Due to these problems, we currently don't support these kind of animations.
Due to these problems, we currently don't support these kind of animations.
- Rick
- zdy7532483
- Posts: 2
- Joined: Mon Dec 07, 2020 7:34 am
Did this problem solved now?thanksXhed wrote:We're working closely with Unity on this issue. There is no signal from Unity when a mesh data has changed, and without this, we would have to resubmit all data to Octane just in case something has changed. It would grind the applications to a halt, and you could never render more than a single sample (as Octane would reset every time data got resubmitted).
Due to these problems, we currently don't support these kind of animations.



- ChrisHekman
- Posts: 1062
- Joined: Wed Jan 18, 2017 3:09 pm
No, it has not been solved.zdy7532483 wrote:Did this problem solved now?thanksXhed wrote:We're working closely with Unity on this issue. There is no signal from Unity when a mesh data has changed, and without this, we would have to resubmit all data to Octane just in case something has changed. It would grind the applications to a halt, and you could never render more than a single sample (as Octane would reset every time data got resubmitted).
Due to these problems, we currently don't support these kind of animations.![]()
![]()