13-08-2021, 12:55 PM
(This post was last modified: 13-08-2021, 12:59 PM by josemendez.)
(13-08-2021, 12:25 PM)tcwicks Wrote: Also some feedback on your earlier comment
Simply creating a new mesh and assigning that to an existing game object / renderer does not work reliably.
a new game object must be deleted and recreated on each frame along with the mesh / meshfilter / renderer
I'm guessing this is because when a new object is created octane detects this as a new object and fetches the mesh from the scene graph.
If you could please please add this permutation to OBI rope / cloth / softbody etc... maybe with a config setting to enable octane mode. The reason is because others will run into this and maybe just give up. Also if I ever update to a new version of OBI components I would have to redo the patch each time
Thanks and Regards
Tikiri
Hi Tikiri,
I get your point of view. Obi is primarily a realtime physics engine, I can't really develop with third-party offline rendering engines in mind. This would result in bloated code that's harder to maintain and slower to evolve, specially for a one-man army like me. Dealing with Unity's 3 physics engines and 3 rendering pipelines is hard enough.
Octane says they can't be bothered to make their engine work with all existing third-party assets for Unity, because these might deviate from Unity's standard stuff/practices. Thing is, Obi isn't really doing anything non-standard or exotic: it's well within the realm of the ordinary.
Creating and modifying meshes at runtime is an extremely common use case: oceans, fur, particle systems, trails, billboards, deformers, and pretty much any vfx you can think of requires this. If they want to market Octane as a Unity-compliant renderer, I think it's their responsibility to properly support common use cases. Otherwise everyone else is doomed to jump trough hoops in order to work with their renderer.