hi,
i cant seem to figure out animated vdb sequences.
regular static vdb works via orbx but not the actual animated ones.
i have seen them mentioned in a post but couldnt understand how they work.
can i ask for some pointers?
animated vdb
Moderator: ChrisHekman
- ChrisHekman
- Posts: 1062
- Joined: Wed Jan 18, 2017 3:09 pm
Atm the octane scene time is only set during recording with the unreal sequence renderer.
So if you have a vdb in a proxy orbx it should animate when you record with the sequencer.
Im looking into adding UI/Blueprints that allows changing the octane scene time manually.
So if you have a vdb in a proxy orbx it should animate when you record with the sequencer.
Im looking into adding UI/Blueprints that allows changing the octane scene time manually.
hi chris,
thanks for the quick reply.
im fine with no blueprints tbh, but still not sure im getting this right.
for meshes i import alembic and then set the actor and corresponding geometry cache in the sequencer.
do i need to do a similar thing with orbx sequence? or is the vdb running automatically (does not seem to be the case)?
thanks for the quick reply.
im fine with no blueprints tbh, but still not sure im getting this right.
for meshes i import alembic and then set the actor and corresponding geometry cache in the sequencer.
do i need to do a similar thing with orbx sequence? or is the vdb running automatically (does not seem to be the case)?
- ChrisHekman
- Posts: 1062
- Joined: Wed Jan 18, 2017 3:09 pm
Yea, this is a difference between octane and unreal.
In unreal, components have their own animation time.
In octane there is one shared timeline. And all animations inside an orbx are driven by this timeline. Animations taken from unreal are driven by the plugin
In unreal, components have their own animation time.
In octane there is one shared timeline. And all animations inside an orbx are driven by this timeline. Animations taken from unreal are driven by the plugin