Timeline with Alembic track does not work

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Sov
Posts: 1
Joined: Thu Jun 14, 2018 4:26 pm

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
mistertim
Posts: 2
Joined: Tue Jun 19, 2018 7:03 am

I'm also having this problem, anyone able to help?

Thanks!!
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Xhed
OctaneRender Team
Posts: 239
Joined: Wed Jul 10, 2013 10:27 pm
Location: Breda, The Netherlands

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.
- Rick
mistertim
Posts: 2
Joined: Tue Jun 19, 2018 7:03 am

Roger that. Thanks for the reply!
zdy7532483
Posts: 2
Joined: Mon Dec 07, 2020 7:34 am

Did this problems solved ?thanks! :lol: :mrgreen:
zdy7532483
Posts: 2
Joined: Mon Dec 07, 2020 7:34 am

Xhed 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.
Did this problem solved now?thanks :mrgreen: :geek: :ugeek:
ChrisHekman
OctaneRender Team
Posts: 1062
Joined: Wed Jan 18, 2017 3:09 pm

zdy7532483 wrote:
Xhed 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.
Did this problem solved now?thanks :mrgreen: :geek: :ugeek:
No, it has not been solved.
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