Introducing the Octane for DAZ Studio plug-in

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Re: Introducing the Octane for DAZ Studio plug-in

Postby beat578 » Wed Mar 27, 2013 5:20 am

beat578 Wed Mar 27, 2013 5:20 am
Yes I have it, I have it :D
Woooohooooooo easter can come. I dont care where the easter eggs are, they can even stay in the fridge :D
Thanks Gerald for the great work, simply amazin!
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Re: Introducing the Octane for DAZ Studio plug-in

Postby orion_uk » Wed Mar 27, 2013 10:06 am

orion_uk Wed Mar 27, 2013 10:06 am
DARN ! :(

Running the installer (as admin) and I am faced with this error message straight off the bat, its the 1st thing I see (as in no installer or anything) :/

Am guessing its a quicktime error so gonna check for QT update :P

EDIT: Installing latest QT made no change :(
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Re: Introducing the Octane for DAZ Studio plug-in

Postby katura » Wed Mar 27, 2013 10:09 am

katura Wed Mar 27, 2013 10:09 am
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...
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Re: Introducing the Octane for DAZ Studio plug-in

Postby orion_uk » Wed Mar 27, 2013 10:12 am

orion_uk Wed Mar 27, 2013 10:12 am
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...

Nope, tried that :(

...thanks for the idea tho ;)

Gonna reinstall DS and see if that helps (although DS runs fine!)...

UPDATE: Reinstalling DS made no change either :P

QtSq14.dll seems to be there!
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Re: Introducing the Octane for DAZ Studio plug-in

Postby orion_uk » Wed Mar 27, 2013 11:53 am

orion_uk Wed Mar 27, 2013 11:53 am
DOH! :shock:

Just decided to turn off Avira realtime protection and the installers running fine now :oops:

We have success...Octane Render is now running is Daz Studeo :lol:
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Re: Introducing the Octane for DAZ Studio plug-in

Postby katura » Wed Mar 27, 2013 12:27 pm

katura Wed Mar 27, 2013 12:27 pm
that is just excellent!
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Re: Introducing the Octane for DAZ Studio plug-in

Postby porschefan76 » Wed Mar 27, 2013 3:21 pm

porschefan76 Wed Mar 27, 2013 3:21 pm
Yes! Purchased! Thanks T_3.
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Introducing the Octane for DAZ Studio plug-in

Postby pete1144 » Wed Mar 27, 2013 5:43 pm

pete1144 Wed Mar 27, 2013 5:43 pm
In this reporter's humble opinion, we have a real winner with the DAZ to Octane plugin. I purchased it and "right out of the box", I was producing very nice renders at a very high render speed. Much like the Poser to Octane plugin. This one really works. Thank you...thank you.
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Re: Introducing the Octane for DAZ Studio plug-in

Postby larsmidnatt » Wed Mar 27, 2013 8:28 pm

larsmidnatt Wed Mar 27, 2013 8:28 pm
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.

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:)

The material auto conversion is pretty good too, congrats on that. So far working with materials has been a breeze.

I did have a crash I could not reproduce, so I'll document it if I can reproduce it.

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. 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.

Good stuff, can't wait to dig in more.
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Re: Introducing the Octane for DAZ Studio plug-in

Postby t_3 » Wed Mar 27, 2013 8:45 pm

t_3 Wed Mar 27, 2013 8:45 pm
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.
thanks!

larsmidnatt 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:)
thanks :)

larsmidnatt wrote:The material auto conversion is pretty good too, congrats on that. So far working with materials has been a breeze.
thanks :D

larsmidnatt wrote:I did have a crash I could not reproduce, so I'll document it if I can reproduce it.
than, oh, wait.
well, there are some weaknesses, thrown in after integrating 1.11 and lack of time - i'll do my best to improve stability over the next days and provide some updates along the way.

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.
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: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.
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...
The obvious is that which is never seen until someone expresses it simply

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