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Alembic and Materials Elements

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    Alembic and Materials Elements


    I have some issues with my alembic import in unreal.
    When i import the element as a static mesh, every material elements are presents but when i use the geometry cache........... Can't find only 4 elements and one overrides them all x).
    Anyone have an idea about it?


    I battled with this for weeks as there is so little information on it.

    here is what works
    Make sure you have applied materials to each piece of your geometry
    Export your alembic cache from Maya (or whatever you use) Make sure you have UV write, Face sets, Write colour sets and Write UV sets checked

    In Unreal: import as geometry cache, check - find and create materials
    ... but here is the one thing that took me ages to work out TURN OFF "FLATTEN TRACKS" .. I don't know why this is on by default, but once off, you will see all your materials in the slots, and you just reapply materials to each element

    Hope it helps


      Full Rotation Thanks for the Flatten Tracks option!
      Now, as we get our material slots in place, how we can tell the UE to automatically apply thouse materials during the import process?

      Let's say, we have a complex asset with number of sub-meshes and ID materials applyed for each mesh (in maya).
      We import that asset as a Static Mesh and pass it to lookdev department for the final surfacing (ending up with all asset materials ready to use).
      Now, as we import ABC animated cache for each individual animation for that asset it would be nice to have all the materials fill in their slots according to each material ID. Owervise, we have to manually re-apply each material to each slot for each new animated cashe asset.

      Does any one knows how to actually handle this case?
      Last edited by A.Borzykh; 03-16-2020, 10:16 AM.


        Thanks mate for the trick Full Rotation .
        Sorry A.Borzykh , i don't have the solution to automate this. But perhaps you can to it with a python pipeline?


          Multiply Studio Hey, I actually gathered all the tech requirements to deal with the materials on animated cache. It just requires a few vital steps to follow:
          • apply all your materials on a Face level rather than shape level
          • check Face Sets option box during the ABC export
          • make sure that all of the previously imported materials re-named to their Shading Groups - just add SG at the end of a material's name.
          • uncheck Flatten Tracks
          • check Apply Materials

            One thing to mention is that, sometimes, apply materials option may crush UE during the import and I wasn't able to fugure out the cause of it.