Jazbee wrote:Thanks for clarifying.
The disappearing cursor didn't happen to my with previous versions of the plugin nor during any other DAZ operations so I assumed it was plugin-related.
thu current version has reduced multitasking for background processes; unfortunately this is the only way to avoid certain instabilities, as the daz api isn't thread safe. i tried to work around that in many ways, but none of them didn't work for all circumstances (in other words i was trying to achieve sthg. that isn't really possible); this means there are more situations where background tasks may block the ui (and the cursor). in particular this happens because the cursor shape is modified in studio, what makes it quite more likely for this to happen. i'll of course see if i can do sthg. against it. what
may help already is to alt-tab to another application and back.
Jazbee wrote:Going back to the mesh emitter and the "Final" button issue. I thought the "scale" was referring to the scale of a texture emitter etc. within Octane itself, not the scale of the mesh modified in DAZ. The previous plugin did allow "Final" rendering with meshes scaled in DAZ and worked just fine (as long as you didn't change the light distribution rotation), meaning it was still saving time and I couldn't see any change in lighting of the render. Was it previously working in an undesirable way or is it now?
the problem lies in the way how octane handles mesh lights. if a mesh is scaled this will also affect the light intensity. final mode collapses all meshes, so the scale of a single object is calculated into a mesh with 100% scale and so the light intensity will change. in the previous version i had explicitly removed the scale from the live geometry handling, means every scale change did also rebuild the geometry of this object (so octane internally did always get a mesh with 100% scale, no matter what its actual scale in studio was). about the same was already true for ies lights (which didn't work with final in prev. versions also, because they were affected by the rotation). the changed geometry handling in octane as well as upcoming features like object motion blur needed me to finally bring everything back to common methods; objects are translated/rotated/scaled without rebuilding the geometry for octane, but in order to keep the results identical they can't be collapsed if lights are scaled/rotated (or if instances are present). you can still avoid this by avoiding to scale a mesh emitter.
Jazbee wrote:Be as it may, the button greying-out when nothing at all can be done (including saving a render) shouldn't happen in any case.
that's quite true...