I am having problems when rendering a short Panoramic camera animation in the PBR recorder (Image Recorder). Nearly all of the materials render as white in each frame.
The materials have been created by converting a standard Unity material with PBR Override and then dragging the Node setup in from previously created materials from my Localdb.
All of the materials are present and render correctly when rendering a single frame outside of the PBR Recorder in any camera or editor view.
Has anyone experienced this problem that could suggest a possible solution?
Thanks.
Missing Materials from PBR Recorder Animation Sequence
Moderator: ChrisHekman
I've had a few instances of white textures appearing on PBR override mats and no definite solution.
My gut feel based on observation is that there is something in the scene that is causing Octane to get confused. I've had "reasonable" success in disabling all objects in the scene and iteratively enabling and testing to try and isolate the culprit. In one case it was actually a small "prop" object that I hadn't bothered to convert over to PRB Override and was using the Unity Std shader.
In another case, I'd imported a new asset (model/textures/mats) added it to my work scene with the standard shaders and it just stayed white. Created a blank test scene dropped the asset in and it rendered fine. Went back to my work scene and it also rendered fine.
If you think about what Octane is doing and how it has to integrate with Unity, I think there are just a lot of edge cases to be ironed out. I reckon I've seen slightly higher rates of problems with Unity Std shaders that have emissive textures, but that's a pretty vague feeling.....
A.
My gut feel based on observation is that there is something in the scene that is causing Octane to get confused. I've had "reasonable" success in disabling all objects in the scene and iteratively enabling and testing to try and isolate the culprit. In one case it was actually a small "prop" object that I hadn't bothered to convert over to PRB Override and was using the Unity Std shader.
In another case, I'd imported a new asset (model/textures/mats) added it to my work scene with the standard shaders and it just stayed white. Created a blank test scene dropped the asset in and it rendered fine. Went back to my work scene and it also rendered fine.
If you think about what Octane is doing and how it has to integrate with Unity, I think there are just a lot of edge cases to be ironed out. I reckon I've seen slightly higher rates of problems with Unity Std shaders that have emissive textures, but that's a pretty vague feeling.....
A.
Thanks ahrenm, it appears you have had a similar experience. I can't seem to find any logic to why they are not rendering. I have tried disabling objects and removing materials and textures. Some standard materials are rendering ok along with a handful of new PBR materials that I added. I have tried using the materials and textures in a test scene and apart from the first frame where all materials are removed they render in the recorder ok. I just don't understand why my scene renders perfectly for a single frame even using the same camera.
- ChrisHekman
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I can recreate the first frame issue. Ill check if I can fix it.MDFutm wrote:Thanks ahrenm, it appears you have had a similar experience. I can't seem to find any logic to why they are not rendering. I have tried disabling objects and removing materials and textures. Some standard materials are rendering ok along with a handful of new PBR materials that I added. I have tried using the materials and textures in a test scene and apart from the first frame where all materials are removed they render in the recorder ok. I just don't understand why my scene renders perfectly for a single frame even using the same camera.
The issue where everything is white for multiple frames might be a static batching issue. You can try to turn this off in edit->project settings->player->rendering->static batching.
If that does not fix the issue, I would like to take a look at your scene.
Hi Chris, thanks for that. I have checked the static batching flag and it was already unchecked. I really appreciate the offer of you looking at my scene but unfortunately, due to client confidentiality I am unable to do this. The project files are over 7gb anyway so this wouldnt be practical. It is a visualisation for a large housing development with a lot of assets.
- ChrisHekman
- Posts: 1062
- Joined: Wed Jan 18, 2017 3:09 pm
I understand. Do you happen to know the steps required to recreate this with the pbr override materials being white during most of the animation?MDFutm wrote:Hi Chris, thanks for that. I have checked the static batching flag and it was already unchecked. I really appreciate the offer of you looking at my scene but unfortunately, due to client confidentiality I am unable to do this. The project files are over 7gb anyway so this wouldnt be practical. It is a visualisation for a large housing development with a lot of assets.
It was as simple as converting the materials to PBR and then dragging pre-made nodes from my Localdb into the editor and then hooking them up to the materials. I am in the process of rebuilding the scene with only the essential assets at the minute. I will report back if this solves the issue.