UltraScatter and Voxelizer?

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Re: UltraScatter and Voxelizer?

Postby rajib » Sat Dec 03, 2016 12:12 pm

rajib Sat Dec 03, 2016 12:12 pm
rajib wrote:
face_off wrote:I can confirm that getPreviewControl()->getBoolValue() is returning TRUE for cube_GroupInstance. You should be able to confirm this yourself with your script (delete everything else from the scene). This would appear to be a bug in DAZStudio, although perhaps there is some other override which we are missing.

The documentation for getPreviewControl() states:
Code: Select all
The property controlling whether or not the node is drawn in the viewport.


Paul


Hi Paul,

You are right. I completely missed that. I was so busy looking at the UltraScatter created nodes that I forgot to check the getPreviewControl on the manually created instance group node. Like you said it is returning true. I will explore further. I think there might be some other setting that is telling IRAY to ignore the proxy nodes and render only the required nodes. Will explore and update if I find anything.

Regards,
Rajib


Hi Paul,

I think I have figured it out. For each of the DzInstanceGroupNode call getTarget(). That will return the target node for the instance. On that target node object call isVisibileInRender (). If that returns false, don't use it for creating the instances.

I verified the UltraScattered cube Proxies has the target set as UltraScattered cube proxy which has the Visible In Render set to false. For the cube instances the target is the cube and its Visible In Render is set to true.

So I think you need to check the target of the instance group and check its visibility in the render (IsVisibleInRender()). If the target is not visible in the render, don't create the scatter nodes and if it is visible in the render create the scatter nodes.


//Sample script
var TargetNode = CurrentDazInstanceGroupNode.getTarget();
var IsTargetVisibleInRender = false;

if(TargetNode) //Check for TargetNode being NULL
IsTargetVisibleInRender=TargetNode.isVisibileInRender();

if(IsTargetVisibleInRender == true)
CreateOctaneScatterInstances(CurrentDazInstanceGroupNode);

Hope this helps.

Regards,
Rajib
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Re: UltraScatter and Voxelizer?

Postby face_off » Mon Dec 05, 2016 11:50 am

face_off Mon Dec 05, 2016 11:50 am
Thanks Rajib - I think you have got it! Below is a test build for you to try. It is built with Octane 3.05, and also closes the viewport when you load a new scene (trying to fix the other issue you reported - however this does not resolve the problem).

https://render.otoy.com/customerdownloads/plugins/47/97/1b/05/OctaneRender_for_DazStudio_3_5_0_30_Win64.exe

Paul
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Re: UltraScatter and Voxelizer?

Postby bmosalt » Tue Dec 06, 2016 12:31 am

bmosalt Tue Dec 06, 2016 12:31 am
face_off wrote:Below is a test build for you to try.


Just tested this build and it appears to have solved the placement issue. Cheers.
UltraScatter Example 2.png
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Re: UltraScatter and Voxelizer?

Postby face_off » Tue Dec 06, 2016 12:40 am

face_off Tue Dec 06, 2016 12:40 am
Excellent. Thanks for you help tracking down the problem.

Paul
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Re: UltraScatter and Voxelizer?

Postby rajib » Tue Dec 06, 2016 4:20 am

rajib Tue Dec 06, 2016 4:20 am
face_off wrote:Thanks Rajib - I think you have got it! Below is a test build for you to try. It is built with Octane 3.05, and also closes the viewport when you load a new scene (trying to fix the other issue you reported - however this does not resolve the problem).

https://render.otoy.com/customerdownloads/plugins/47/97/1b/05/OctaneRender_for_DazStudio_3_5_0_30_Win64.exe

Paul


Thanks Paul :D :D :D :) ! It is working. For the first time able to load scene with pre-built Ultra Scatter instances :D ! Now can start to render more complex scenes and starting creating scenes using the UltraScatter and see how it goes. Thanks again for the fast turn around.

Working.png
Just a sample scene loading perfectly now.


Regards,
Rajib
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Re: UltraScatter and Voxelizer?

Postby thricegift » Sat Oct 07, 2017 4:18 pm

thricegift Sat Oct 07, 2017 4:18 pm
I am sorry to resurrect this old thread, but it appears that the Ultrascatter issue is not quite resolved yet. While it works fine on the first run of Ultrascatter (and on a small number of instances), it does not if I try to run Ultrascatter again on an object that was just scattered (or if I scatter a large number of instances, such as 8,000). It just throws the error; "an error occurred while reading the file, see the log for more details." If I then save the DUF file and re-open it, Daz Studio crashes every time.
And as noted, DS crashes when I try to scatter a larger number of instances.

Both of these issue are repeatable in the simplest way possible: Create a plane and scatter a sphere on it.

(I'm on Octane 3.6.4.34)





Log file shows;

2017-10-07 13:10:25.192 Json Parser (1,1): Syntax error - expected '{' or '['
2017-10-07 13:10:27.325 WARNING: libpng warning: iCCP: known incorrect sRGB profile
2017-10-07 13:10:27.342 WARNING: QWidget::setLayout: Attempting to set QLayout "" on QWidget "wgtGpuConfig", which already has a layout
2017-10-07 13:10:27.342 WARNING: QString::arg: 1 argument(s) missing in <span style=font-size:9pt>Est. Textures: %1MB, Geometry & other: %2MB, Total Available To Octane: %3MB, Total VRAM: %4MB</span>
2017-10-07 13:10:27.362 WARNING: libpng warning: iCCP: known incorrect sRGB profile
2017-10-07 13:10:27.418 WARNING: libpng warning: iCCP: known incorrect sRGB profile
2017-10-07 13:10:27.434 WARNING: libpng warning: iCCP: known incorrect sRGB profile
2017-10-07 13:10:27.436 WARNING: libpng warning: iCCP: known incorrect sRGB profile
2017-10-07 13:10:46.398 Loading script: C:/Users/Public/Documents/My DAZ 3D Library/Scripts/UltraScatter/UltraScatter.dse
2017-10-07 13:10:54.486 20 Instances created in 378 milliseconds.
2017-10-07 13:10:54.565 Script executed successfully: C:/Users/Public/Documents/My DAZ 3D Library/Scripts/UltraScatter/UltraScatter.dse
2017-10-07 13:10:57.229 Loading script: C:/Users/Public/Documents/My DAZ 3D Library/Scripts/UltraScatter/UltraScatter.dse
2017-10-07 13:11:03.369 WARNING: general\dzscript.cpp(639): Unhandled error while executing script.
2017-10-07 13:11:03.369 WARNING: QScriptEngine::popContext() doesn't match with pushContext()
2017-10-07 13:11:03.411 Script executed successfully: C:/Users/Public/Documents/My DAZ 3D Library/Scripts/UltraScatter/UltraScatter.dse
2017-10-07 13:11:08.549 Loading script: C:/Users/Public/Documents/My DAZ 3D Library/Scripts/UltraScatter/UltraScatter.dse
2017-10-07 13:11:08.553 WARNING: Script Error: Line 1860
2017-10-07 13:11:08.553 WARNING: Error: cannot access member `include' of deleted QObject
2017-10-07 13:11:08.553 WARNING: Stack Trace:
<anonymous>()@C:/Users/Public/Documents/My DAZ 3D Library/Scripts/UltraScatter/UltraScatter.dse:1860
2017-10-07 13:11:08.554 Error in script execution: C:/Users/Public/Documents/My DAZ 3D Library/Scripts/UltraScatter/UltraScatter.dse
2017-10-07 13:12:56.567 Loading script: C:/Users/Public/Documents/My DAZ 3D Library/Scripts/UltraScatter/UltraScatter.dse
2017-10-07 13:12:56.571 WARNING: Script Error: Line 1860
2017-10-07 13:12:56.571 WARNING: Error: cannot access member `include' of deleted QObject
2017-10-07 13:12:56.571 WARNING: Stack Trace:
<anonymous>()@C:/Users/Public/Documents/My DAZ 3D Library/Scripts/UltraScatter/UltraScatter.dse:1860
2017-10-07 13:12:56.572 Error in script execution: C:/Users/Public/Documents/My DAZ 3D Library/Scripts/UltraScatter/UltraScatter.dse




Thanks for all your hard work on this,

-P
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Re: UltraScatter and Voxelizer?

Postby face_off » Sun Oct 08, 2017 10:57 am

face_off Sun Oct 08, 2017 10:57 am
It appears that all the errors are coming from Ultrascatter, not Octane in the above log.

Paul
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Re: UltraScatter and Voxelizer?

Postby thricegift » Wed Oct 11, 2017 10:46 am

thricegift Wed Oct 11, 2017 10:46 am
face_off wrote:It appears that all the errors are coming from Ultrascatter, not Octane in the above log.

Paul


Paul,
However, what about when I open a scene file with instanced objects and DS crashes (never running the Ultrascatter script)? When I disable Octane and re-open the same scene file, DS does not crash. This seems to suggest that Ultrascatter is not part of the problem, since the script was never run.

-P
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Re: UltraScatter and Voxelizer?

Postby face_off » Thu Oct 12, 2017 4:46 am

face_off Thu Oct 12, 2017 4:46 am
Can you send me a .duf file which crashes when you load it pls?

Thanks

Paul
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Re: UltraScatter and Voxelizer?

Postby thricegift » Thu Oct 12, 2017 5:50 am

thricegift Thu Oct 12, 2017 5:50 am
face_off wrote:Can you send me a .duf file which crashes when you load it pls?

Thanks

Paul


Paul,
Please check your PM. (Note, I could not post it here, since it is a project I am working on).

Let me know what you are able to find out. Thanks,

-P
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