Exporting to Stand Alone

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Re: Exporting to Stand Alone

Postby linvanchene » Mon Jun 06, 2016 4:03 am

linvanchene Mon Jun 06, 2016 4:03 am
Veneris wrote:Are there more plugins than this?



Phantomtechnology is planning to release more addons like Phantom Architecture.

viewtopic.php?f=9&t=53541

Sometime during the 3.1 release cycle there are plans to provide a Native plugin ecosystem

Native plugin ecosystem: OctaneRender will enable easy loading of plugins through ORBX modules that continuously update the host application with new features. New plugins will also enable support of different shader languages beyond OpenSL, including support for Nvidia’s Material Definition Language (MDL).


Source:
https://home.otoy.com/octanerender-3-an ... ap-update/

It seems this may allow support for

Altus rendering denoising system

3.1 allows any 3rd party denoiser to integrate live (or offline) in Octane via the 3.1 native plug-in API, of which Altus is the first to leverage (along with incoming post and imager plug-ins e.g. OctaneImager). In parallel to this, we are working on reducing noise in the engine itself before even getting to a denoiser step


viewtopic.php?f=9&t=50948&hilit=altus

and the OctaneImager

OctaneImager, a powerful post-processing and compositing application: OTOY is responding to the community’s requests to do even more with Octane with the creation of OctaneImager, a new post-processing and compositing application designed for exceptional quality and speed for use on its own or paired with OctaneEngine. Features include:

◦Standalone ecosystem: Just as OctaneRender and OctaneEngine will continue to have plugins that enable new features and functionality, OctaneImager will support its own plugin ecosystem for effects such as toon shading or other advanced post-processing techniques.

◦Bringing the best of OctaneRender into OctaneImager: Elements of OctaneRender such as light field rendering and high-speed decoding will be exposed in OctaneImager enabling broad support for VR workloads, foveated rendering, and content that will support new kinds of displays.

◦New compositing tool chains when combined with OctaneEngine: By combining OctaneEngine and OctaneImager, artists will be able to build entirely new compositing tool chains that enable layers powered by OctaneEngine and composited by OctaneImager on the fly.


Source:
https://home.otoy.com/octanerender-3-an ... ap-update/

- - -
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Re: Exporting to Stand Alone

Postby linvanchene » Wed Jun 08, 2016 4:53 am

linvanchene Wed Jun 08, 2016 4:53 am
Update/ Edit:
added more detailed information and screenshots.

- - -


FAQ:

What is a render target node?


The render target is a selection of your current render settings and the scene state as a whole.
Geometry, Camera, Kernel, Environment nodes are all linked to the render target.

You can link alternative cameras, Kernels, Environment nodes to different render targets to have a convenient way to experiment with different settings while keeping the original nodes intact.

Example:
Geometry, Environment and Camera nodes are linked to both render target A and B.
- a PMC kernel node is linked to render target A
- a Direct light kernel node is linked to render target B.
-> Now you can quickly switch between a fast preview rendering and a final rendering by clicking on node B or A.


- - -

How do I find the render target node after exporting to OR standalone?




When you export from OcDS to OctaneRender standalone the "Render Target" node is located in a red group node called

"default Rendersetting"

or the name you gave your rendersetting in the OcDS rendersetting tab.

006 click on the Default Rendersetting node to start rendering.jpg



When exporting from OcDS to OR standalone the "default rendersetting" group node is located at the very bottom below all the geometry nodes.

The "default rendersetting" is most likely a red group node.

If you double click on it you will see all rendersettings you created in the OcDS rendersettings tab.
The render target node that is selected should be the last rendersetting that was used in OcDS.

You can also right click on the red group node "default rendersetting" to unpack it and see all of the included render target nodes in the main Node Graph Editor scene view.

- - -

Why are all the imported nodes in OctaneRender standalone red group nodes?


When you export from OcDS to OctaneRender standalone it will not only export the current selected render settings, environments, cameras but also all other unused versions that are in the scene or in the pull down menus.

All those additional render settings, cameras, environments are grouped together in standalone as red group nodes.

- - -

- If you double click on a red group node it will open up a new tab in OctaneRender standalone node graph editor.

Double Click on Default Rendersetting group node will open new tab.jpg
A new tab called "Default Rendersetting" was created


- - -

- If you ungroup a red group node all included nodes will be unpacked in the same node graph editor tab.

right click on red group node to ungroup.jpg


ungroup will add any included nodes of a group node in the same tab.jpg


:idea: -> It may help to ungroup all red group nodes after importing in OctaneRender standalone to get an overview of all the imported OcDS render settings, cameras and environments.

- - -

The "Graph Editor" section of the OR standalone manual will provide additional information how to work with nodes.
There you can also find additional information how to create red group nodes by using the right click option group items or to ungroup them.

https://docs.otoy.com/#60The%20Graph%20Editor


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Re: Exporting to Stand Alone

Postby linvanchene » Wed Jun 08, 2016 8:01 pm

linvanchene Wed Jun 08, 2016 8:01 pm
- - -

FAQ: Rendering animated OcDS scenes in OR standalone

What is the recommended frame per second value for exporting from OcDS to OctaneRender standalone?


Set the DAZ Studio timeline to 24 frames per second and make sure that OcDS frame per seconds are also set to 24 frames per second.
This will make sure that in OctaneRender standalone the animation looks as intended when also selecting 24 frames per second.

- - -

How do you select the proper camera in OctaneRender standalone?


- If your camera is not animated:
Import your scene as .ocs file
Right click on the red camera group node and select ungroup.
Now drag a pin connection from the proper camera node to the rendertarget node

- if your camera is animated
Import your scene as .ocs file
Import the animated camera as .abc file
Drag a pin connection from the imported animated camera to the rendertarget node.

- - -

Where are the settings to start animation rendering in OctaneRender standalone?


Select

Script / Batch Rendering

to open up the Batch Rendering menu.

Script Batch Rendering.jpg


Make sure to set the output folder to match the path you would use in OcDS so you can find the rendered images.

You can find all the features of the Batch Rendering Script explained here:

https://docs.otoy.com/#60Batch%20Rendering

- - -

How do I adjust if there is motion blur in the animated sequence or not?


The shutter time settings that originally could be adjusted in the batch rendering script options have been moved to separate animations parameters in the render target node.

Adjust the Shutter time to the value of your preference.

Shutter time at 160.jpg


Place it at 0 to turn off motion blur:

Shutter time at zero 0.jpg


- - -
How do I properly set the file name in the batch rendering script?


At time of writing the manual section has not yet been updated with the latest changes:

https://docs.otoy.com/#60Batch%20Rendering

In order to see the current options and meaning of the template parameters hover with your mouse over the Filename template field to make the yellow mouse over info box with the template parameters appear.

Filename template parameters.jpg


Per default the file name consists of a lot of information that you may not all want.
Especially if you leave the render target node unnamed you will end up with parentheses like (2) which may not work in video editing software.

For example, batch rendering an alembic scene with 80 frames and three render targets, a typical filename template would be %n_%f_%p.%e which will save rendered images as: <render target node name>_<file numbering>_<render pass name>.<file format extension>


%n_%f_%p.%e

If you want to use a simpler custom name use:

projectname_%F.%e

Just add your preferred file name instead of projectname.
%F will add the frame number with a 0 before it.
. adds the dot before the
%e = file extension

- - -

Are there other animation scripts for OctaneRender standalone?


You can find other scripts that help rendering animations in the resources section of the forum:

viewforum.php?f=73

Examples:

Smooth & Easy Camera Animation for OR Standalone

viewtopic.php?f=73&t=41365
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