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OBI Assets do not work with Octane Render
#12
(13-08-2021, 01:01 PM)tcwicks Wrote: I know. Totally understand. I tried explaining that to them but they just don't get it.
Anyway all good on that topic. Its a small code change anyway.

If you use some kind of version control (git, svn) it might be a good idea to keep a patch with your changes around. That way every time you update Obi, applying your changes should be a matter of just clicking a button (and you minimize potential human error when copying/pasting code).

(13-08-2021, 01:01 PM)tcwicks Wrote: Now however I have a different problem. When rendering with timeline and Octane offline renderer the timescale of OBI gets out of whack. Obviously with an offline renderer the frame rate is like one frame every few seconds.OBI seems to be using actual real time rather than game time. How can I fix this ?

However, the way Obi is updated is controlled by the ObiUpdater family of components, of which there are a few (and you can write your own if needed).

By default Obi uses ObiFixedUpdater, which hooks up to Unity's standard FixedUpdate() call, using Unity's Time.fixedDeltaTime. This would be "game" time, which is the correct thing to do for physics. You can also use ObiLateUpdater, which would use a variable time stepping scheme (Time.deltaTime, or "wall" time). Since these are all Unity's standard callbacks/time deltas, things like Time.timeScale for bullet-time effects and the like are accounted for. See:

http://obi.virtualmethodstudio.com/manua...cture.html
http://obi.virtualmethodstudio.com/manua...aters.html

As to why time gets out of whack when using timeline+Octane, I have no idea. Do regular physics (ie, rigidbodies) work?
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Messages In This Thread
RE: OBI Assets do not work with Octane Render - by josemendez - 13-08-2021, 01:12 PM