I cannot use the time sample editor to make animated texture

Thanks so much for taking time.

I’ve tried and i dont think i will ever get it. This will be the first time ive ever been defeeated technically on a problem like this.

My work around is riduciolus and it involved rendering in iclone 2 layers… one with just the visible animated texture sections and the 2nd render sequence will be a mask layer.

I will then have to match it all up in after effects and render an omniverse scene but with sections masked out/ cut out diaplaying parts of the iclone render underneath.

See how ridiculous that sounds but im too far into my film to give up so i will do what i know works for me.

The last option is to render it all in iclone or use unreal instead but i prefer omniverse personally.

I will figure it out… thanks again for your time.

I will revisit in 6 months to see if the aninated textures process becomes simple.

Ok, good luck!
It also hope and believe it comes better in 6 months :)

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I don’t get it. What is so complex @damian.winter3d ? You plan your textures out and make the frames accordingly. It is very straight forward. All I am saying is, it makes much more sense to have all animated textures start in sync at frame 0 and play through the whole sequence, and you can decide exactly what gets shown and when. If you have a1000 frame animation and you only need a monitor to show a video between frame 200 and 600, run a static frame or black for 200 frames before that and 400 frames after that, and everything will sync perfectly. No one will know and it will look great. The RTX renderer will not care either way.

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Yes, it works perfectly. I have used the above described method for 5 screens with different img seq on each, and I have synced them just the way @Richard3D told us.

It works both rtx realtime and path traced, in in rtx realtime renders they are 100% sharp when texture streaming is disabled.

The above example USD I shared is using this method, and the tutorial video at the very top of this topic Markom3D shows how it works on opacity channel.

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That is great to hear. Most of VFX and 3D animation is not solving something technically, but solving it with tricks, cheats and work arounds of logic. This is a great example.

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