It's never been made clear whether or not a closed beta is still in operation so I can't answer your question. Come to think of it there was never an official discussion about a closed beta as far as I'm aware. I don't hold out much hope for a transparent bug reporting system based on past experience and I'm still unclear why some kind of feedback about the limitations of the last release weren't shared with the rest of us. Now that's in the past let's hope against hope communication improves.linvanchene wrote:There was no closed beta as far as I am aware of for the latest plugin version put together after all those changes for Iray.
It was deceided to release what is available to everyone so everyone could help testing.
- - -
Does it make sense to you that when no one was testing it is simply impossible to
- pick up on anything
- make a note explaining what was overlooked
- - -
But yes some kind of transparent bug report system would help to know what is reported.
OcDS Setup v2.2 (last Beta)
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- Spectralis
- Posts: 561
- Joined: Thu Jun 06, 2013 10:21 pm
ASUS Maximus VI Extreme, i7 3770k, 32GB RAM, 4 x GTX760 4GB, Win 8.1 x64.
If the two way part occurred, I would agree, but that would be dependent on input from the developer, who has not shown any inclination to participate so far in a public manner. For what it's worth, I'll add what I keep stumbling over here (maybe someone can point out the obvious thing I am doing wrong, as usual).Notiusweb wrote:Running with the list again...
I think it is helpful for our cumulative knowledge base to come together and work together in an efficient format. Likewise, maybe we could ask t_3 to view our list on this forum and make quick comments as to what is happening with the items, and that could help inform us what the status is on some of the things we have found. It could be a quick 2-way communique, because he could see what we have discovered in a single instance. If done on a regular basis you can imagine how functional that could be.
(1) Can we please get a consolidated list of what known issues there are for animation, I can get camera animation to work just fine, but if I animate an object (any kind of animation, even root node manipulation), the only thing that animates is the camera.
(2) I cannot figure out what precisely is causing my issue with certain liveDb materials. The template I have been using that was created in 1.2, and managed to just about break every revision since its creation now works just about flawlessly, but even simple materials from the liveDb will force crash Daz Studio. These same materials work fine if I copy them as new material, and then copy that new material to apply, but I have to do it each time I am working in a new scene.
Notes regarding point (1): Haven't tried only an object without camera animation, but it seems silly to animate the camera just fine per frame while ignoring anything else in the scene. I again presume I am doing something wrong, but am having trouble tracking down known issues and things to look out for. I'll accept links to posts, in case I am just missing them somewhere (it's happened before, and there are a lot more posts regarding it since the pre-releases started).
Notes regarding point (2): This also seems counter intuitive, as the first thing I did was clear my liveDb cache, and then copy all materials in the liveDb as new materials to generate it anew. Meaning, all of these materials should already be in my cache unless they are now mysteriously self-deleting. Each time a new scene is loaded. Which would make bothering to have a cache entirely pointless. I have troubleshot this with every fix I can remember, and a few I made up, but welcome any and all suggestions, if no one else is having this problem. I presume it has something to do with the conversion thing happening, and it not translating to the "copy to clipboard" option, only translating appropriately when created as a new material. This also applies to several of my more simple saved presets. on the liveDb in particular, the new (ghastly bright pink) spandex material is one that causes it for me constantly in both DS 4.7 and 4.8 (haven't tried in the beta, but figure if it doesn't work in the two most recent stables, something's wrong anyway).
Sort of split it up to save anyone consolidating that into a list of some kind. Aside from reporting them as (potential) bugs, I am open to the possibility I'm just doing something horribly, stupidly wrong, and welcome any constructive illustration of such. Random image because it made me think of summer:
| Intel i7-5960x @ 3.8 GHz| ASUS X99-E WS | 64 GB G.Skill DDR4 2400 Ram | 4x EVGA GTX 980 Ti | Win10 Professional x64 | Watercooled
(1) Materials Conversion - problems converting materials from Daz to OcDS (Iray materials not supported, materials not converting, mesh collision causing blotches, issues related to creation of 'Mix Material', etc.)
(2) Key Entry - while using in OcDS, typed keyboard characters interact with DS UI, which is unwanted
(3) Plugin Stall - upon repeated selection/use of materials in OcDS, or when selecting 'Reload'>'Rebuild Scene' tab, sometimes plugin no longer functions, grayed out...cannot create 'New' scene in Daz, can only load 'Recent' or close down
(4) Non-responsive node to keyboard - sometimes you can't type a numeric figure for a node parameter, you have to use a mouse on the parameter slider
(5) Drop-Down Defaults to 'None' - sometimes when using a node drop-down, and you select something other than 'None", it sets itself as 'None" requiring a second drop-down entry (then it works....)
(6) Camera Motion Blur
(7) Object Motion Blur
Linvanchene, can you expand on what the reported issue with #6 and #7 is?
I didn't encounter any animation specific issues yet, just tell/remind me if there are any known.

(2) Key Entry - while using in OcDS, typed keyboard characters interact with DS UI, which is unwanted
(3) Plugin Stall - upon repeated selection/use of materials in OcDS, or when selecting 'Reload'>'Rebuild Scene' tab, sometimes plugin no longer functions, grayed out...cannot create 'New' scene in Daz, can only load 'Recent' or close down
(4) Non-responsive node to keyboard - sometimes you can't type a numeric figure for a node parameter, you have to use a mouse on the parameter slider
(5) Drop-Down Defaults to 'None' - sometimes when using a node drop-down, and you select something other than 'None", it sets itself as 'None" requiring a second drop-down entry (then it works....)
(6) Camera Motion Blur
(7) Object Motion Blur
Linvanchene, can you expand on what the reported issue with #6 and #7 is?
I didn't encounter any animation specific issues yet, just tell/remind me if there are any known.
Let me see what I can do...Post by Spectralis » Mon Jun 29, 2015 5:25 pm
...The issue is, once again, poor communication...

Win 10 Pro 64, Xeon E5-2687W v2 (8x 3.40GHz), G.Skill 64 GB DDR3-2400, ASRock X79 Extreme 11
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Mobo: 1 Titan RTX, 1 Titan Xp
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Plugs: Enterprise
It has been 3 weeks.t_3 wrote:using octane 2.23.2 (latest):
http://render.otoy.com/customerdownload ... _Setup.exe
i was asked to do this release as soon the installer is ready, in favor of writing a mile long release post, so the details of in total over 200 fixes/changes/new features (apart from new octane features since the last release) are going to come during the next days. anyway, as usual i tried to make things as self explaining as possible, so i hope it won't be much of a problem.
PS: i'm going to be present in the forum during the next two weeks (means after i had added some details about this release),
so whatever you have to say or ask - this will be the time.
Have I missed the post about fixes/changes/new features?
Forum members are putting together a list of known bugs, to present to t_3, but he hasn't said exactly what was changed, what is new, and what he has fixed. Maybe parts of the bug list are actually "features"?
I highly doubt it, but it would be nice to know what to expect with this release.
If someone else is announcing features/fixes/changes on his behalf, that probably would have been a good thing for him to mention also.
Having said that, am I missing something?
What should I be expecting with this v2.2 "last BETA"?
My posts earlier in this thread have everything about #6 and #7, with illustrations. Other posts describe various problems with animations, also illustrated.Notiusweb wrote: Linvanchene, can you expand on what the reported issue with #6 and #7 is?
I didn't encounter any animation specific issues yet, just tell/remind me if there are any known.
Win 7SP1 64bit | i7 3770 | 32Gb RAM | 2x780GTX
If your scene and animation work in Studio viewport there is nothing wrong with them. Are you animating on Studio timeline directly or using animate2 ?sikotik13 wrote:I am open to the possibility I'm just doing something horribly, stupidly wrong, and welcome any constructive illustration of such. Random image because it made me think of summer:
Win 7SP1 64bit | i7 3770 | 32Gb RAM | 2x780GTX
No, it still is 'going to come'.leblancd wrote:It has been 3 weeks.
Have I missed the post about fixes/changes/new features?
What can be said for sure: there are absolutely no new features in their approach to communication with customersleblancd wrote: Forum members are putting together a list of known bugs, to present to t_3, but he hasn't said exactly what was changed, what is new, and what he has fixed. Maybe parts of the bug list are actually "features"?

Stability is better, other bugs are in their lawful places. 'Image viewer' adds some newleblancd wrote: What should I be expecting with this v2.2 "last BETA"?

Win 7SP1 64bit | i7 3770 | 32Gb RAM | 2x780GTX
- kibbycabbit
- Posts: 76
- Joined: Mon Oct 07, 2013 11:57 pm
- Location: Vancouver BC Canada
I too saw it and found the culprit. Material parameter for Normal is set to "2" by auto-material. Try slide it to 0.1. I don't really know the correct value for Normal.Notiusweb wrote:Hello! I am seeing a strange texture issue when rendering certain characters through the current OcDS plugin. Almost looks like a 'Cartoon Shader'
The following characters from L to R are Zahara 6, Mei Lin 6, Belle 6....Look at the difference in textures for the L and R models between each rendering utility (1) OcDS Plugin 2.23, vs (2) IRay, vs (3) Octane Render Standalone 2.23
(1) OcDS 2.23 (2) Daz 4.8 IRay (3) Octane Render Standalone 2.23
Interestingly, Mei Lin 6 (in the center) comes out clean in each render. But the other 2 on L and R look pixelated and toon-textured.
Sample rate same on each, I used default sun and sky environment on each...I did not tweak any texture settings between the 3.
To developer, or anyone, any ideas what may be causing this in the plugin...Thanks!
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System #2: MacBook Pro /w Retina 15", 16GB RAM, GT 650M 1GB
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System #2: MacBook Pro /w Retina 15", 16GB RAM, GT 650M 1GB
System #3: PC Windows i9 6 cores, 16GB RAM, RTX 2080 SUPER 8GB
Just a reminder that new info about the OcDS roadmap is supposed to arrive now:
Been a few weeks...Goldorak wrote: We rely on 3rd party developers to provide customer support/feedback on a regular basis for the software they are offering through our store.
That being said, we are ultimately responsible for your satisfaction and are fully invested in the success of this software.
We will make sure communication regarding the road map is more frequent and consistent - at least every few weeks, if not more often, until it is out of beta.
Desktop - Win 7, Intel i7-2600, GeForce GTX Titan X
Laptop - Win 10, Intel i7-3740QM, Quadro K3000M
Laptop - Win 10, Intel i7-3740QM, Quadro K3000M
With the 'Normal Map' issue, does anyone know why the shadows, when Normal is 2 in these situations, are so pixelated? I am imagining it has something to do with the way the surface interacts with the environment lighting, because the shadow problem goes away in an HDR background scenario (ie the flat gray background). Might this also be related to pixelated shadows with mesh, or no.Postby kibbycabbit » Tue Jun 30, 2015 6:16 am
I too saw it and found the culprit. Material parameter for Normal is set to "2" by auto-material.
Win 10 Pro 64, Xeon E5-2687W v2 (8x 3.40GHz), G.Skill 64 GB DDR3-2400, ASRock X79 Extreme 11
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise