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OBI Assets do not work with Octane Render
#4
After some back and forth I finally received a reply from Octane support:


Quote:With further communications with the developer, the core issue with procedural generation basically came down to how the core Octane Renderer receives and processes data.

Without going into detail about the internal workflows of OctaneRender - aligning Octane with lower-level functionalities within Unity resulted in various unwanted outcomes (e.g. rapidly overflowing GPU Memory usage), and resolving these related issues required both time and a degree of maturation from both sides of the integration. Octane's primary workflow for handling procedural meshes has been via VDB files - which most 3D modelling applications (e.g. Blender, Cinema4D, etc) support, but Unity does not (at least not in a sufficiently robust manner for our purposes).

Since you have a much higher technical knowledge of Unity. Do you have any ideas / suggestions that I can try? The brute force method I described above is not reliable and does not work consistently.


From what I can see the gap is that Octane seems to cache scene mesh geometry and does not update that when meshes are modified. However if a new mesh is instantiated then it will read that. As a naive approach I was thinking is maybe if I disable the mesh renderer on say OBI Rope. And modify ObiRopeExtrudedRenderer such that after generating the mesh it clones the mesh and instantiates a new game object with the cloned mesh. Each frame it will be deleting and recreating the clone.

Do you have any better ideas ?
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Messages In This Thread
RE: OBI Assets do not work with Octane Render - by tcwicks - 13-08-2021, 08:47 AM