OcDS v1.2 - GENERAL DISCUSSION

DAZ Studio Integrated Plugin (Integrated Plugin maintained by OTOY)

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linvanchene
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edited and removed by user
Last edited by linvanchene on Fri Sep 05, 2014 3:28 am, edited 1 time in total.
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t_3
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linvanchene wrote:Was the Object Layer Node ever added to the DS Plugin? :?:
the object layer node is part of the geometry (was available only in the new octane api = not in 1.2) but nge is about materials only so it can't be in the nge anyway.

the problem i have with them is: they really slow down rendering, so it is not a good idea to generally place them into the geometry hierarchy (for every mesh object). they will be most probably going to be extensions to be controlled via a new octanerender property group in the scene node parameters (like in the camera node), where they can be explicitly turned on and off.

on the other hand the plugin already uses another (faster) method to completely hide objects, that i a) like to keep (because it is faster) and that is also going to be a simple switch of any material, like this:
OcDS_mats_1.PNG
OcDS_mats_1.PNG (11.06 KiB) Viewed 11050 times
The obvious is that which is never seen until someone expresses it simply

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DrHemulen
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Is this what people are referring to when they say stuff like "Make an invisible meshlight outside each window"? I really want to do that for some interiors, but again, can't seem to find the button :D
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linvanchene
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edited and removed by user
Last edited by linvanchene on Fri Sep 05, 2014 3:35 am, edited 1 time in total.
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DrHemulen
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Well, you can make ghosts that only appear in the mirror, only a minor genre shift :D

For my problem with the lights, it turns out you can turn the opacity of a light to 0 without affecting the light output :D
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vortex3d
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I'm confused. I don't know how Floating Images are useful or where and when they should be implemented. I know Octane seems to run out of space for them often on my GTX TITAN. I've done a Google search, but now I'm more confused and less educated on how to use them.
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sikotik13
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Presuming you are referring to float imgs as labelled in the plugin, you could honestly just think of it as a blanket term for bump/spec/disp mats. Alpha would generally be for normals. You van mix and match these of course, but overall, float is pretty much anything not diffuse. Since float is blacknand white, it uses less VRAM, so if your image is not dictating the color (I.e. a wood texture with an rgb channel instead of a colored diffuse image), it'll save space. The texture limit by type has been removed in 2.0, so the plugin reflects that. All versions 1.X have this seemingly arbitrary limit. You can make any float IMG a diffuse if you would like. It will just use more VRAM as it will then be RGB instead of black and white. Hope that was at least a little helpful. Let me know if I overlooked something important.
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RafaLL92
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Hello,

So is the updated plugin version with the promised 1.0 scene converter going to be released soon?
Waiting for so long to upgrade to *at least* version 1.2 for something I've paid for almost 2 years ago is not a pleasant experience...
It's hard to believe that there is even a talk about version 2.x at this stage :(

Thanks,
R
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vortex3d
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RafaLL92 wrote:Hello,

So is the updated plugin version with the promised 1.0 scene converter going to be released soon?
Waiting for so long to upgrade to *at least* version 1.2 for something I've paid for almost 2 years ago is not a pleasant experience...
It's hard to believe that there is even a talk about version 2.x at this stage :(

Thanks,
R
Join the mob of disappointed and even angry OcDS users.
Win 8.1 Pro 64bit | GTX 660Ti, GTX TITAN, 6GB GDDR5 | Intel Core i7 3970x, 3.5 GHz | ASUS P9X79WS | 64GB RAM
Spectralis
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Apparently, Reality 4.1 will be released soon with x7 faster CPU performance and full OpenCL GPU performance. A possible alternative? At least until we receive an OcDS update. It's currently 50% off.
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