Poke through issues in Octane renders?

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 Sat Sep 06, 2014 11:44 pm, edited 4 times in total.
Isotemod
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Try ticking and unticking the use basic geometries for rendering.
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t_3
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there is currently a bug with the "use base mesh" settings in the common tab, most probably causing this.
it could be mixed up so even different objects in a scene might initially use a different state (on/off).

imo you should get everything in order if you set it to the desired state, and then click "reload" in the viewport. hopefully the poke through is also gone after that. subsequent updates of mesh resolution or smoothing should update correctly.

in general:
the plugin takes whatever geometry ds sends. this includes subdivisions and smoothing.

why using base meshes for octane rendering?
geometry needs to be read from ds, triangle after triangle, sent to octane, and octane needs to voxelize the data in order to render it. this needs to be done for every single change. i.e. change a single morph value from 0.1 to 0.2 and this update needs to take place.

using base meshes will shorten this time consuming process, as already the default settings of a genesis (1 times subdivided) will need 4x the time than building the base mesh only.

the idea is, as long as you are tweaking a scene, you will most probably want fast updates, and ticking this setting saves you time to go through all figures and set mesh resolution to base (and back). having everything in place, ready for a final render, you'll usually untick it, wait a little longer for mesh building just once, but get perfect, um, shapes...
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linvanchene
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edited and removed by user
Last edited by linvanchene on Sat Sep 06, 2014 11:43 pm, edited 2 times in total.
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t_3
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linvanchene wrote:Thank you t_3 that makes sense now!

I saw your answer only after I posted my reply to Isotemod
no prob - hope you'll get along with this, at least for the time being. i will work on fixing this and a few other bugs over the easter weekend...
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SimonJM
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Interesting - turning off did not work, but turning it back on did. A useful and handy workaround, hopefully just for the short-term :)
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t_3
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SimonJM wrote:Interesting - turning off did not work, but turning it back on did. A useful and handy workaround, hopefully just for the short-term :)
yep (short time i mean). it appears to work like schrödingers cat driven by murphy's law...
The obvious is that which is never seen until someone expresses it simply

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ericg
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T_3

I was definately giving you a hard time, but man was it worth the wait. Great job! I will be posting some renders soon.

E
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t_3
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ericg wrote:T_3

I was definately giving you a hard time, but man was it worth the wait. Great job! I will be posting some renders soon.

E
i still feel pretty comfortable with the overall situation ;) mostly :) and 'am totally keen to see more first images :D

ps: but i also definitely need some sleep now, so you still have a few hours to bake the s/pix.

pps: just created a new sticky topic to show off first success...
The obvious is that which is never seen until someone expresses it simply

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Tugpsx
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Sometimes you find a few clicks on the reload tab clears it up, if the daz smoothing process is completed.
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