[Issue] Multiple materials on object when rendering video

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emilche
Posts: 4
Joined: Tue Jan 09, 2018 9:05 am

So I'v bumped into an issue when attempting to render a frame sequence. Objects with multiple materials on them get the textures mixed up, the first frame however renders just fine and so dose single image renders. The second frame always renders white textures on objects with multiple materials and the the rest of the frames renders the materials in the wrong position. For example: the floor of the third frame gets the material of the rooftop and the interior walls get the materials of the exterior wall. The pattern of the third frame is then repeated for all subsequent frames.

Is there a known solution for problem and if not how would you suggest I work around it?
Thanks.

Frame 1
Image

Frame 2
Image

Frame 3 --> final frame
Image

Main object inspector
Image
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Xhed
OctaneRender Team
Posts: 239
Joined: Wed Jul 10, 2013 10:27 pm
Location: Breda, The Netherlands

I haven't encountered your issue before, so I don't know of a workaround. Are you using the PBR Recorder to render your video?
- Rick
emilche
Posts: 4
Joined: Tue Jan 09, 2018 9:05 am

Yes we are :)
ChrisHekman
OctaneRender Team
Posts: 1062
Joined: Wed Jan 18, 2017 3:09 pm

emilche wrote:Yes we are :)
Is the scene static? If so, can you try to turn off static batching? Either in player settings, or turn off static batching on the object.

If that does not help, would it be possible to share your scene with us?
emilche
Posts: 4
Joined: Tue Jan 09, 2018 9:05 am

That was it! Is it a bug or intended?
Thank you for your help!
ChrisHekman
OctaneRender Team
Posts: 1062
Joined: Wed Jan 18, 2017 3:09 pm

emilche wrote:That was it! Is it a bug or intended?
Thank you for your help!
It is a bug. Unity does not expose the nessesary information in their api's to fully implement static batching on our side. (They will in the future)
We try to turn off static batching before going to gamemode. But it must not have taken effect. If that fails we attempt to make a best guess, which does not work in every instance.
emilche
Posts: 4
Joined: Tue Jan 09, 2018 9:05 am

Ah! I understand!
While i already have you here.
I am trying to play around a little with volume geo in octane. I made a simulation in houdini and exported it into a vdb sequence. This i then added to the octane volume node. The only problem is that i can only controll this thorugh the octane viewport. Which is understandable. But how can I make it animate with the recoding of the unity recorder? Cause right now I have only been able to render out the animation from the batch rendering in Octane viewport. And when I Render in Unity it is stuck in the first frame of the volume sequence.
So basically my question is:
is it possible to use the recorder in unity and also update the volume frame sequence along with it.

This is the result of the batch rendering in octane viewer:
Attachments
PBR Render Target_beauty_0022.png
ChrisHekman
OctaneRender Team
Posts: 1062
Joined: Wed Jan 18, 2017 3:09 pm

emilche wrote:Ah! I understand!
While i already have you here.
I am trying to play around a little with volume geo in octane. I made a simulation in houdini and exported it into a vdb sequence. This i then added to the octane volume node. The only problem is that i can only controll this thorugh the octane viewport. Which is understandable. But how can I make it animate with the recoding of the unity recorder? Cause right now I have only been able to render out the animation from the batch rendering in Octane viewport. And when I Render in Unity it is stuck in the first frame of the volume sequence.
So basically my question is:
is it possible to use the recorder in unity and also update the volume frame sequence along with it.

This is the result of the batch rendering in octane viewer:
Ill see if we can add setting octane time with the recorder.
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