OctaneRender for DAZ Studio 2021.1.5 - 65 [OBSOLETE]

Forums: OctaneRender for DAZ Studio 2021.1.5 - 65 [OBSOLETE]
DAZ Studio Integrated Plugin (Integrated Plugin maintained by OTOY)

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OctaneRender for DAZ Studio 2021.1.5 - 65 [OBSOLETE]

Postby BK » Wed Jun 01, 2022 2:19 am

BK Wed Jun 01, 2022 2:19 am
This is the recommended thread for downloading, and posting any questions, suggestions or support queries for OctaneRender for DAZ Studio - TEST (ie. pre-release) and STABLE releases.

SOLUTIONS TO COMMON ISSUES

1) Make sure your NVIDIA drivers are up to date.

2) Make sure you are running the latest version of the OctaneRender for DAZStudio plugin.

3) If you experience a DAZStudio crash - deleting C:\Users\[username]\OctaneRender\Data\OctaneRender_settings.oczdb may resolve the issue.
This also resolves the "COULD NOT INITIALISE IN-MEMORY DB!" error on startup and a number of other issues.

4) If the Save button is disabled when using the Final button - disable the Final button and in Render settings select the SuperScope (2:1) Size / aspect ratio and drag the Viewport height or width until you reach required resolution.

5) If rendering an animation fails after 11 frames - make sure the DAZStudio viewport is visible when you render the animation.

6) If Octane materials are not loading when you load a previously saved scene - tick Preferences->Load OctaneRender materials from .duf user presets. If ticking this option does not stick between DAZStudio restarts, delete OctaneRender_settings.oczdb as per NOTE 3 above.

7) If you get a "Could not save a frame for X times!" - please refer to the thread at https://render.otoy.com/forum/viewtopic.php?f=44&t=66258 for potential solutions.

8) If you get a "Bogus Scene Path" error - this is due to having an apostrophe in the filepath of a texturemap (so store your textures in foldernames which do not have apostrophes).

9) Octane panel title bar is off the screen and cannot be closed - click anywhere on the Octane panel and then press Alt-F4.

10) Rendering animation results in the scene emitter intensities changing - this is because rendering animations is done in "Final" mode, where meshes are merged. To resolve this, UNTICK the Preferences->Use Combined Mesh, or ENABLE the Surface Brightness pin on each of the emission materials in the scene.

11) Denoiser is not working - make sure you have a graphics card selected for Denoising in the System tab->Open Device Settings window, and that you are using the Path Tracing kernel.

12) Render artifacts near eyebrows - this is due to the eyebrow geometry going inside the head mesh surface. So morph, move or scale the eyebrows so they do not intersect with the head mesh.

13) Octane panes do not appear on the screen (ie. they open off the screen) - Main Menu Bar->Window->Workspace->Select Layout->Accept (you might choose a different layout to the current layout to make this work).


KNOWN ISSUES AWAITING RESOLUTION

1) DAZStudio strand hair is not currently supported by the plugin. Some users have been able to get it to render using a workaround, detailed at https://render.otoy.com/forum/viewtopic.php?f=44&t=71635.

2) The Denoised Beauty pass cannot be saved when rendering an animation.

3) Multi-layer render passes cannot be saved when rendering an animation

4) Crash when opening the Viewport with loading scenes into the Octane 2020.1 version of the plugin. This is being investigated by OTOY.
The workaround is to open the Viewport on an empty scene and then load the older scene.

5) Visible Environment, Customer LUT, Panoramic camera and OSL nodes are not currently supported.

6) Reloading a scene and then opening the Viewport will not start the render. To get around this, click Pause and then Continue.

7) Smart Unfold is current disabled in the plugin, and will be re-enabled once the issues around this function are resolved.

8) The plugin will not currently Import Materials from ORBX files where there are multiple materials in the ORBX file.

9) Templating is not currently working for specular and roughness maps from Iray materials.

10) UDIM Tiles are not currently supported.

11) Instancing of Grouped items is not currently working correctly.

DAZ Studio Version
DAZ Studio 4.8 or later on Window Vista, 7, 8 or 10 64bit

To use this version, you need a GPU of compute model 3.0 or higher. Support for Fermi GPUs (like GTX 4xx and 5xx) has been dropped.
Also, make sure you use an Nvidia Studio driver of version 451.xx or higher.

Network Rendering

For Network Rendering, you must use the OctaneRender Enterprise Node release from the Octane Standalone forums/download page which matches the exact Octane version of the plugin you are using. This version matches OctaneRender Enterprise 2020.2 Node builds.

Support Issues
If you have a support issue, pls provide the following information:
- Operating System (ie. Win XP, Vista, 7, 8)
- Amount of RAM
- Graphics Card(s) - model (ie. GTX 580, 3GB)
- Nvidia driver version
- DAZ Studio version
- OctaneRender for DAZ Studio version (ie. 2.24.2.1,.20)

- The most important part of resolving a problem is being able to reproduce that problem. So pls provide as much detail as possible in order for me to do this, and if the problem is specific to the scene, send me the scene.


Change logs since 2021.1.3 - 63 [Test]

- Update Octane engine v2021.1.5
- Support Render Subdivision Level

- For Final render mode or if animating, if Use combined mesh is OFF and Use subdivision level is ON:
- Subdivision parameters are added to the NT_GEO_MESH nodes to bring subdivision from the View SubD Level value (which Daz has already performed in the geometry we are supplied) to the Render SubD Level
- For best results, Daz should be set to use the Base resolution, or the Use base geometries option should be set
- Quads are sent to Octane as-is instead of being split into triangles, unless using the Loop subdivision scheme
- When animating, and during Alembic export, the Use combined mesh setting is respected (it used to always use combined mesh for animation renders)

Note:- Applying a second subdivision step is not ideal, but there are technical problems that prevent us from obtaining the base geometry from Daz reliably. If the results are not acceptable, please try setting the Mesh Resolution of each affected object to Base. It is also possible to use the "Use base geometries" option to achieve this for all objects in the scene, but in some cases this leads to the plugin continuously restarting the render."


Download Links





please feel free to report if there are any side effects



Happy rendering
Your OTOY team
Kind Regards

bk3d
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Re: OctaneRender for DAZ Studio 2021.1.5 - 65 [Test]

Postby Sorel » Wed Jun 01, 2022 3:50 pm

Sorel Wed Jun 01, 2022 3:50 pm
Thank you for the update BK! Now I only tried this before going to bed so I only messed with it for around 5ish minutes but I wasn't able to get the render sub division to work, but I will mess with it again later this evening after my day job.
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Re: OctaneRender for DAZ Studio 2021.1.5 - 65 [Test]

Postby Banti » Wed Jun 01, 2022 5:44 pm

Banti Wed Jun 01, 2022 5:44 pm
Sorel wrote:Thank you for the update BK! Now I only tried this before going to bed so I only messed with it for around 5ish minutes but I wasn't able to get the render sub division to work, but I will mess with it again later this evening after my day job.


I got it to work by disabling "use combined mesh" in the preferences. Maybe you have that turned on?
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Re: OctaneRender for DAZ Studio 2021.1.5 - 65 [Test]

Postby Sorel » Thu Jun 02, 2022 1:08 am

Sorel Thu Jun 02, 2022 1:08 am
So I was trying it out more, and when I press the final render button it does give me a higher resolution from the base geometry but none of the HD details are visible. So either I didn't do something right still or this is how it is? Banti were you able to get it to work with HD morphs?
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Re: OctaneRender for DAZ Studio 2021.1.5 - 65 [Test]

Postby huakiami » Thu Jun 02, 2022 2:11 am

huakiami Thu Jun 02, 2022 2:11 am
Thanks for the update BK.

But yes, I also see the same issue as Sorel. Which makes sense based on the update notes - it seems that the "solution" was just to have Octane further subdivide the mesh to reach the same level of subdivision as the Render SubD value. But this will not add in the details from HD morphs. This is like exporting a mesh at low resolution from Daz and importing it into Blender and adding a Subdivision Surface modifier - yes it will smooth out the mesh but you won't get any extra detail. So unfortunately if we want to see HD morphs we still have to rely on cranking the viewport resolution way up, which is not ideal for performance.

In the below tests you can see that the mesh density is the same in the wireframe output, but the character has way more detail when the viewport resolution is set to 4, vs. just smoothing out the base resolution mesh in the first set.

Results with viewport resolution set to Base (no subdivision) and Render SubD Level set to 4:
final_dn.png
Denoised beauty pass.
final_wf.png
Wireframe render pass.


And here are the results with viewport resolution set to 4 levels of subdivision:
view_dn.png
Denoised beauty pass.
view_wf.png
Wireframe render pass.
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Re: OctaneRender for DAZ Studio 2021.1.5 - 65 [Test]

Postby BK » Thu Jun 02, 2022 2:54 am

BK Thu Jun 02, 2022 2:54 am
huakiami wrote:Thanks for the update BK.

But yes, I also see the same issue as Sorel. Which makes sense based on the update notes - it seems that the "solution" was just to have Octane further subdivide the mesh to reach the same level of subdivision as the Render SubD value. But this will not add in the details from HD morphs. This is like exporting a mesh at low resolution from Daz and importing it into Blender and adding a Subdivision Surface modifier - yes it will smooth out the mesh but you won't get any extra detail. So unfortunately if we want to see HD morphs we still have to rely on cranking the viewport resolution way up, which is not ideal for performance.

In the below tests you can see that the mesh density is the same in the wireframe output, but the character has way more detail when the viewport resolution is set to 4, vs. just smoothing out the base resolution mesh in the first set.

Results with viewport resolution set to Base (no subdivision) and Render SubD Level set to 4:
final_dn.png
final_wf.png


And here are the results with viewport resolution set to 4 levels of subdivision:
view_dn.png
view_wf.png


Hi Huakiami,

Thanks for the detailed report!
Would you please PM me the scene and the steps to replicate?

cheers
Kind Regards

bk3d
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Re: OctaneRender for DAZ Studio 2021.1.5 - 65 [Test]

Postby swipswap » Thu Jun 02, 2022 5:27 am

swipswap Thu Jun 02, 2022 5:27 am
Just want to add in case it is unknown to otoy. Daz does not let anyone have access to "HD morphs." Increasing the subdivision outside of Daz's blackbox will not reveal the detail of an HD morph. You can't import or export HD morphs and there is no public API for it. You'd probably have to work some deal with Daz themselves
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Re: OctaneRender for DAZ Studio 2021.1.5 - 65 [Test]

Postby delguy » Thu Jun 02, 2022 1:14 pm

delguy Thu Jun 02, 2022 1:14 pm
Sorry, not sure it is related to any version specific, but rendering a glass bottle etc just makes it invisible and quality on increasing the opacity is not quite good. Also liquids and gems have same issue.
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Re: OctaneRender for DAZ Studio 2021.1.5 - 65 [Test]

Postby delguy » Thu Jun 02, 2022 2:07 pm

delguy Thu Jun 02, 2022 2:07 pm
Also can you put back turn all on/off options for render passes. If you are using multiple passes it is a chore to turn on everything.
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Re: OctaneRender for DAZ Studio 2021.1.5 - 65 [Test]

Postby Sorel » Fri Jun 03, 2022 5:49 am

Sorel Fri Jun 03, 2022 5:49 am
delguy wrote:Sorry, not sure it is related to any version specific, but rendering a glass bottle etc just makes it invisible and quality on increasing the opacity is not quite good. Also liquids and gems have same issue.

I did a test, and those types of shaders seem to be fine on my end.
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