OctaneRender 2020 for DAZ Studio [TEST and STABLE]

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Re: OctaneRender 2020 for DAZ Studio [TEST and STABLE]

Postby face_off » Fri Dec 13, 2019 6:42 am

face_off Fri Dec 13, 2019 6:42 am
Issues with loading scene. I suspect the cause is the scene was created in the previous stable version 2019.1.4.46 I have yet to try creating a scene with 2020. The only workaround right now is to save scene as "Scene subset" open a new scene fire it up, then drag and drop the scene subset in it. I've tried all known methods of troubleshooting. At least I can still work with it. Hopefully, the next build sorts it out.
I cannot reproduce this problem. Are you able to save a very basic scene (with a cube and Octane material) with the 2019 version of the plugin and still have this issue happen with loading into the 2020 version of the plugin? If so, can you pls send me the scene?

Thanks

Paul
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Re: OctaneRender 2020 for DAZ Studio [TEST and STABLE]

Postby rajib » Fri Dec 13, 2019 7:45 am

rajib Fri Dec 13, 2019 7:45 am
Paul,

Is the RTX support fully enabled ? I tried a simple scene with just a HDRI and a character with my custom scene shader and if I enable the RTX it is actually slower than with RTX off.

Regards,
Rajib
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Re: OctaneRender 2020 for DAZ Studio [TEST and STABLE]

Postby osiosiosi » Fri Dec 13, 2019 8:03 am

osiosiosi Fri Dec 13, 2019 8:03 am
rajib wrote:Paul,

Is the RTX support fully enabled ? I tried a simple scene with just a HDRI and a character with my custom scene shader and if I enable the RTX it is actually slower than with RTX off.

Regards,
Rajib


Buddy did test it allready ... he reported up to 2 x speed in more complex scenes ...

But out of core is broken again ... since Nvidia 417.22 isnt working for Octane 2020 this is no wonder to me. I had bad luck with every newer driver in case of out of core.

Wondering if this will ever be fixed. I read in general 2020.1 XB1 thread that i am not the only one getting CUDA 700 errors :sigh:

In fact i dont now anybody who is able to use OOC on something different then 417.22 ...

But this is not DAZ plugin related. Happens also in StandAlone...
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Re: OctaneRender 2020 for DAZ Studio [TEST and STABLE]

Postby rajib » Fri Dec 13, 2019 8:14 am

rajib Fri Dec 13, 2019 8:14 am
osiosiosi wrote:
face_off wrote:
About this problem with eyeybrows and other hair not showing. I allready had this happen with earlyer octane versions. Thats nothing new.
Ah yes, you are right. Was it something to do with the parenting of the mesh, or a prop that was attached to the head?

Paul


Cant be the head alone. I had this with all bodyheair that was fibre. I remember one could make it sort of visible when setting the rayepsylon to a crazy wrong value ... but everything else was "broken" then.

I am sure it had nothing to do with applyed shaders or maps cause i tryed to change those.

For me it happend all the sudden in scenes i had allready rendered fine before. Without changing anything inside the scene.

But a time ago it was all ok again (no idea why) ... didnt show since then.


For me, I am able to get the fiber hair to render with no tweaking. I have fiber hair eyebrows and eye lashes on my character and they seem to be okay under 2020. One difference I am seeing is how secular materials are rendering. Different than from 2019. Hopefully just an alpha build issue with Octane.
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Re: OctaneRender 2020 for DAZ Studio [TEST and STABLE]

Postby rajib » Fri Dec 13, 2019 8:26 am

rajib Fri Dec 13, 2019 8:26 am
Paul,

Hair Material shader seems to be missing an Opacity pin.

Regards,
Rajib
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Re: OctaneRender 2020 for DAZ Studio [TEST and STABLE]

Postby rajib » Fri Dec 13, 2019 8:33 am

rajib Fri Dec 13, 2019 8:33 am
osiosiosi wrote:
rajib wrote:Paul,

Is the RTX support fully enabled ? I tried a simple scene with just a HDRI and a character with my custom scene shader and if I enable the RTX it is actually slower than with RTX off.

Regards,
Rajib


Buddy did test it allready ... he reported up to 2 x speed in more complex scenes ...

But out of core is broken again ... since Nvidia 417.22 isnt working for Octane 2020 this is no wonder to me. I had bad luck with every newer driver in case of out of core.

Wondering if this will ever be fixed. I read in general 2020.1 XB1 thread that i am not the only one getting CUDA 700 errors :sigh:

In fact i dont now anybody who is able to use OOC on something different then 417.22 ...

But this is not DAZ plugin related. Happens also in StandAlone...


I do use OOC Memory. Have it set to 14GB and I have scene that do use OOC. Yes, every now and then it will throw engine failure error with CUDA error or Out Of Core memory pointer error. But if I set it to above 14GB, Octane becomes very unstable and constantly get application crashes and BSOD with WATCH_DOG error.
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Re: OctaneRender 2020 for DAZ Studio [TEST and STABLE]

Postby TRRazor » Fri Dec 13, 2019 12:01 pm

TRRazor Fri Dec 13, 2019 12:01 pm
I second rajib's post - OOC is definitely broken in this release. No matter what OOC or GPU headroom size I chose, as soon as content will go OOC, the render engine crashes.

There seem to be issues with alpha-mapped-non-strand-based hair figures on top of meshes with random walk sss mediums enabled. (Check image attached)
Also, with random walk sss, you seem to be getting visible seams, when a mesh is comprised of several UV like the Genesis figures (Also visible in image attached)

Overall, I'm super happy, with how random walk sss can be used to enhance render quality and how it can be adjusted so much better, than the previous medium types.
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Re: OctaneRender 2020 for DAZ Studio [TEST and STABLE]

Postby Kanne » Fri Dec 13, 2019 3:28 pm

Kanne Fri Dec 13, 2019 3:28 pm
face_off wrote:
I am sure it had nothing to do with applyed shaders or maps cause i tryed to change those.


Could be https://render.otoy.com/forum/viewtopic.php?f=44&t=62180&p=317855&hilit=brows#p317855 too?

Paul


I'am so ashamed... i knew that feature but totally forgot it while upgrading to the new build. My bad. :oops:

But still the seems and the rtx compability with universal materials and transmission are an issue.
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Re: OctaneRender 2020 for DAZ Studio [TEST and STABLE]

Postby rajib » Sat Dec 14, 2019 8:14 am

rajib Sat Dec 14, 2019 8:14 am
TRRazor wrote:I second rajib's post - OOC is definitely broken in this release. No matter what OOC or GPU headroom size I chose, as soon as content will go OOC, the render engine crashes.

There seem to be issues with alpha-mapped-non-strand-based hair figures on top of meshes with random walk sss mediums enabled. (Check image attached)
Also, with random walk sss, you seem to be getting visible seams, when a mesh is comprised of several UV like the Genesis figures (Also visible in image attached)

Overall, I'm super happy, with how random walk sss can be used to enhance render quality and how it can be adjusted so much better, than the previous medium types.


Yup, same issue with the random walk SSS. There are visible seams in the UV (arms, legs, torso, face). If you use the SubSurface Scattering render pass view, they are really visible. I agree, it does give better results. Hopefully, Otoy fixes this in the next build.

Today, I am facing a different issue. I can no longer render the scene I had newly created in 2020 yesterday. It opens without issues, Daz viewport shows my character. But it will not render in Octane. I always get a scene with the running yellow bar on top with Building geometry in the window title and nothing happens. No error under System tab. Rebuild scene, etc does not get it to render.
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Re: OctaneRender 2020 for DAZ Studio [TEST and STABLE]

Postby TRRazor » Sat Dec 14, 2019 10:01 am

TRRazor Sat Dec 14, 2019 10:01 am
Another thing, which urgently needs to be added to OCDS is the Layer Material / Layer Group pin.
Working with this new Random Walk SSS is only viable, if one also has the opportunity to layer it with other layer nodes, in order to accurately simulate human skin.

This has been a feature since release 2019. Is there any chance, that this will be added in the near future, with OCDS 2020?
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