Hello,
When reading the release notes for latest version, I see that Game Mode is supported but I can't get Octane to work. Whenever I enter game mode, octane unloads, and if I try to load it, it just shows a "stopped" viewport.
Octane in Game Mode
Moderator: ChrisHekman
And what about Octane-specific node parameters. In between reloads of Unity Play mode and consequently Octane, some parameters seem to be lost in between. Is there a way to save such info so we do not need to manually tune it each time you load Octane. For instance render target enviroment tuned parameters are lost in between save and reload. There is a recent post thread discussing the environment problem, but there are many others happening e.g. with object RenderLayerID, of a GameObject, etc. Quite time consuming ...
Thanks!
Thanks!
- ChrisHekman
- Posts: 1062
- Joined: Wed Jan 18, 2017 3:09 pm
In the upcomming build we have updated switching to play/game-mode and octane will now stay loaded.
In the meantime, If the properties have been changed via the rendertarget component gui, you should get a save prompt after pressing the play button. If you save, the changed properties should hold.
If they dont, please do tell us which properties have not been saved.
In the meantime, If the properties have been changed via the rendertarget component gui, you should get a save prompt after pressing the play button. If you save, the changed properties should hold.
If they dont, please do tell us which properties have not been saved.
Hi Chris and OctaneRender Team,
First of all, let's say we acknowledge your great effort in opening this plugin. Thanks for your hard work.
Going to the point. We provide here two examples of two things that are failing and bothering us in our work.
Two examples of modifying Octane Node exclusive parameters, that after entering and exit Play mode are not save among executions. Or worse, even if you save de Unity project and load it again, they are also lost. So we did not find a proper way to not having to repeat this work, every time we need to produce a render.
Case 1. RenderLayerID assignment.
There seems to be some sort of bug for which some objects retain properly the assigned LayerID, but others don't. We tried adjusting them again and re-saving, but these changes are not stored for some reason. It seems like from our set of objects some work well and some don't. Weird.
Case 2. Enviroment Settings.
Similarly, we want to store a certain configuration of an HDR enviroment. But each time we save specific Octane Node parameters, they are forgotten the next time we repone the Unity project or even just reload Octane. Again weird.
I enclose in this post two pictures of the changes and the final result after Octane Reload (equivalent if you reopen the Unity scene/project).
Thanks again for you work, we hope you can find the problem. It will save lots of time for us, so we can double our bid on using Octane SW.
Best,
jalley
First of all, let's say we acknowledge your great effort in opening this plugin. Thanks for your hard work.
Going to the point. We provide here two examples of two things that are failing and bothering us in our work.
Two examples of modifying Octane Node exclusive parameters, that after entering and exit Play mode are not save among executions. Or worse, even if you save de Unity project and load it again, they are also lost. So we did not find a proper way to not having to repeat this work, every time we need to produce a render.
Case 1. RenderLayerID assignment.
There seems to be some sort of bug for which some objects retain properly the assigned LayerID, but others don't. We tried adjusting them again and re-saving, but these changes are not stored for some reason. It seems like from our set of objects some work well and some don't. Weird.
Case 2. Enviroment Settings.
Similarly, we want to store a certain configuration of an HDR enviroment. But each time we save specific Octane Node parameters, they are forgotten the next time we repone the Unity project or even just reload Octane. Again weird.
I enclose in this post two pictures of the changes and the final result after Octane Reload (equivalent if you reopen the Unity scene/project).
Thanks again for you work, we hope you can find the problem. It will save lots of time for us, so we can double our bid on using Octane SW.
Best,
jalley
- Attachments
- ChrisHekman
- Posts: 1062
- Joined: Wed Jan 18, 2017 3:09 pm
On the environment settings.
We do not fully support changing settings from the Octane GUI and recommend using the Untiy RenderTargetComponent interface. Some settings will be saved, others -like textures- are only saved when set via the Unity interface.
On the renderlayerID.
This is fixed in our current mainline and will be part of the next build
We do not fully support changing settings from the Octane GUI and recommend using the Untiy RenderTargetComponent interface. Some settings will be saved, others -like textures- are only saved when set via the Unity interface.
On the renderlayerID.
This is fixed in our current mainline and will be part of the next build
Hi Chris, all
Thanks for your reply. We are happy to hear that some of those problems are already fixed. It would be extremely useful to get other Octane-GUI parameters exposed and saved as well.
For the sake of completion, we have performed more tests on other attributes we need (these ones exposed through the Unity interface) but that are not being saved as well:
Are those parameters included in the "bug fixed list"? Can we expect this to be fixed in the next release as well?
Thanks so much,
jalley
Thanks for your reply. We are happy to hear that some of those problems are already fixed. It would be extremely useful to get other Octane-GUI parameters exposed and saved as well.
For the sake of completion, we have performed more tests on other attributes we need (these ones exposed through the Unity interface) but that are not being saved as well:
Are those parameters included in the "bug fixed list"? Can we expect this to be fixed in the next release as well?
Thanks so much,
jalley
- ChrisHekman
- Posts: 1062
- Joined: Wed Jan 18, 2017 3:09 pm
I found the underlying issue. It seems that when copy is made of a PBRInstanceProperties component (By duplicating/copy-pasting a gameobject for example) they will share the same underlying data. Which explains why changing object B changes object Ajalley wrote:Hi Chris, all
Thanks for your reply. We are happy to hear that some of those problems are already fixed. It would be extremely useful to get other Octane-GUI parameters exposed and saved as well.
For the sake of completion, we have performed more tests on other attributes we need (these ones exposed through the Unity interface) but that are not being saved as well:
Are those parameters included in the "bug fixed list"? Can we expect this to be fixed in the next release as well?
Thanks so much,
jalley
I fixed this. It should also repair scenes that have this data-sharing issue.
Would it be possible for you to confirm this is the underlying issue?
Hi Chris,ChrisHekman wrote:Would it be possible for you to confirm this is the underlying issue?
I guess you are asking Xhed about this, but obviously we can only verify/confirm that it is fixed when we gain access to the latest release. Could you share an estimate about when that date should be?
Thanks both for putting your effort on solving this issue,
jalley