Yes I have it, I have it
Woooohooooooo easter can come. I dont care where the easter eggs are, they can even stay in the fridge
Thanks Gerald for the great work, simply amazin!
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katura wrote:maybe, just maybe, if you copy setup.exe in the same folder where your DAZStudio.exe is, and then run it from there, maybe it will work...
thanks!larsmidnatt wrote:The plugin is very good. I only had 45 minutes at lunch to test it, but just from my short session I can see saving hours a week using the plugin over exporting to the stand alone.
thankslarsmidnatt wrote:Having the materials intelligently linked is a charm and such a time saver. Every time I start up a new Octane stand alone project I would set up my material macros for the Limb, Torso, Lip and Face. My thumb is numb form all the pinning I had to do, but now I can get away from that:)
thankslarsmidnatt wrote:The material auto conversion is pretty good too, congrats on that. So far working with materials has been a breeze.
than, oh, wait.larsmidnatt wrote:I did have a crash I could not reproduce, so I'll document it if I can reproduce it.
the idea was that if you start with something usually want fast updates and if done with tweaking go "final". the button "final" currently collapses all meshes to provide better speed, but i think of some settings wich would allow what to toggle with final if pressed. since the button count in the viewport is already a bit high, this might be a comfortable solution.larsmidnatt wrote:Rendering settings took a bit to figure out but not too long. It defaults to forcing the low resolution version of figures. I always thought this was the type of feature that would be a button on the viewport that you could toggle, not something tucked in the preferences and on by default. Not a biggie, I'll just keep it disabled for now.
um, maybe we'll discuss this point in a separate thread; camera aspect and octane are linked but octane is needed to be the master for that. has also something to do with the render resolution setup in ds. is a bit tricky since the octane fov is horizontal, and the ds fov is vertical. together with the scale to viewport mode this needs octane to control it...larsmidnatt wrote:Also I couldn't figure out why the render window didn't match the DS camera aspect ratio but I eventually figured out they aren't linked that way. I can see the power of not having them linked, just mentally when I change the DS render window I wanted octane to mimic it, not a biggie.
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