OctaneRender for Daz Studio - Initial Overview

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Re: OctaneRender for Daz Studio - Initial Overview

Postby t_3 » Fri Feb 15, 2013 12:08 pm

t_3 Fri Feb 15, 2013 12:08 pm
UruMike wrote:Thanks for the heads up t_3!
Sure, releasing a softzware is a lot of work, but we waited so long, another week more shouldn't really matter!
;) and i'm prefectly clear about how long it was :oops:

UruMike wrote:I want to try using LAMH and Octane, so I'll have to start getting used to 4.5 anyways.
btw, are you aware, that using lamh (or garibaldi) needs to go through .obj export and re-import? they both use renderman splines to render hair in 3delight, but octane currently can not render non-geometries...

UruMike wrote:About the ogl, I have a dedicated small graphics card for display use and didn't notice any lag so far with 4.5
my i ask, what you use? i'd like to add a small display-only card to my system, but it needs to be a single-slot card, and afaik the chips of the available single-slot solutions are not really faster than the intel hd graphics...
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Re: OctaneRender for Daz Studio - Initial Overview

Postby UruMike » Fri Feb 15, 2013 9:18 pm

UruMike Fri Feb 15, 2013 9:18 pm
t_3 wrote:
UruMike wrote:I want to try using LAMH and Octane, so I'll have to start getting used to 4.5 anyways.
btw, are you aware, that using lamh (or garibaldi) needs to go through .obj export and re-import? they both use renderman splines to render hair in 3delight, but octane currently can not render non-geometries...

Yes I know. The developer of LAMH offered an obj to download, a bear with 500'000 hairs. I think it could work, with maybe 120'000 hairs exported. Another idea is to export 40'000 and instance the obj, slightly moved...
t_3 wrote:
UruMike wrote:About the ogl, I have a dedicated small graphics card for display use and didn't notice any lag so far with 4.5
my i ask, what you use? i'd like to add a small display-only card to my system, but it needs to be a single-slot card, and afaik the chips of the available single-slot solutions are not really faster than the intel hd graphics...

I use an Asus GTX 650 1 GB VRAM. It's a dual slot... but there are cards like an Asus GT 630 with 2 gig vram...
I just did a little test, 4 Gen 4 figures in a room with furniture and stuff. A lot less lag with 4.5.
I can load 5 Gen 4 figures into an empty scene without having any lag. But drastical lag with 6. In Studio 4.5 that is.

Anyways, take the time needed, looking forward to this plugin!
BTW, I'm currently using Octane standalone and loving it!
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Re: OctaneRender for Daz Studio - Initial Overview

Postby Midnight_stories » Tue Feb 19, 2013 3:51 am

Midnight_stories Tue Feb 19, 2013 3:51 am
Hey just got Octane looking forward to use it when's it out. I'm beta testing the LAMH plugin and the new LAMH Player for DAZ so would love to see what it can do.
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Re: OctaneRender for Daz Studio - Initial Overview

Postby KingLord » Fri Feb 22, 2013 1:06 am

KingLord Fri Feb 22, 2013 1:06 am
Super pumped to see that this is slated for release soon. I've been watching this for a while and trying to hold off for the bundle price. Keep up the great work!
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Re: OctaneRender for Daz Studio - Initial Overview

Postby t_3 » Fri Feb 22, 2013 5:07 pm

t_3 Fri Feb 22, 2013 5:07 pm
hi all!

i'd like to give a last preview before release - hope you like it:

[vimeo]http://www.vimeo.com/60253899[/vimeo]
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Re: OctaneRender for Daz Studio - Initial Overview

Postby pfrancke » Sat Feb 23, 2013 12:33 am

pfrancke Sat Feb 23, 2013 12:33 am
KingLord says "slated for release" and t-3 has us watch pool table video... just plain awesome (I'd try to talk you into playing a match for the license), but since you live too far away from me, my wallet will be ready!
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Re: OctaneRender for Daz Studio - Initial Overview

Postby KingLord » Sat Feb 23, 2013 2:49 am

KingLord Sat Feb 23, 2013 2:49 am
Don't see how anyone could not like it, gotta love the post-processing button there at the end. ;) Quick question that you might have already covered, and if you tell me to wait for the official documentation I will, but I'm really curious about the 'Create Missing Materials' button that you pressed. I haven't used an Octane render plugin before, so I'm assuming this looks at the DAZ scene and pulls in all the materials, which you can then replace with materials from the Octane Render Live DB? (With a rather slick drag and drop mechanic I must say.)
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Re: OctaneRender for Daz Studio - Initial Overview

Postby teecee2107 » Sat Feb 23, 2013 9:11 am

teecee2107 Sat Feb 23, 2013 9:11 am
Whow, very convincing video ! The way you asign material to multiple surfaces is fantastic. I'm now drooling ...
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Re: OctaneRender for Daz Studio - Initial Overview

Postby t_3 » Sat Feb 23, 2013 1:00 pm

t_3 Sat Feb 23, 2013 1:00 pm
KingLord wrote:Don't see how anyone could not like it, gotta love the post-processing button there at the end. ;) Quick question that you might have already covered, and if you tell me to wait for the official documentation I will, but I'm really curious about the 'Create Missing Materials' button that you pressed. I haven't used an Octane render plugin before, so I'm assuming this looks at the DAZ scene and pulls in all the materials, which you can then replace with materials from the Octane Render Live DB? (With a rather slick drag and drop mechanic I must say.)

you do assume right. you can do this by pressing this button, and every daz surface/material that has not yet an octane sibling will get an auto-converted one. another way is to select specific surface nodes and create new mats only for them, and you have a checkbox to tell the plugin to automatically create new mats whenever something is loaded, or a new material set is loaded for an already existing object/figure (this one was turned off in my demo).

apart from serving as starting point*) for the work with octane materials, the advantage is that this already groups identical daz materials into one octane material (which again can be easily separated if needed). to get this grouping in first place you can also create a set of "blank" octane materials for the scene/specific object, mainly if you are more experienced and like to start material works without maps and settings from daz materials.

*) starting point means these materials are rather basic. they include all suitable maps used in daz materials (diffuse, bump, specular, opacity) but will usually need some work to make them look better. to replace them with fitting live db materials is of course another option, which works very well for something like glass, metals, paints, ... sometimes it may be needed to adjust the tiling/scale of a live db material and for objects with more complex uv sets it might require additional work, but for a lot of details this is a great way to enhance a scene (and by the way learn how octane materials work).

i'll try to refine the automatic materials conversion in upcoming releases, by creating more specific types for known common surfaces, but this will be still somewhat limited, because of the very basic differences of the target renderers (3delight biased scanline on one side, octane unbiased raytracing on the other). currently the plugin does this i.e. for the 7_tear material which just won't translate by taking numbers only, but needs specific tweaks to look about right...
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Re: OctaneRender for Daz Studio - Initial Overview

Postby badmilk69 » Sat Feb 23, 2013 6:33 pm

badmilk69 Sat Feb 23, 2013 6:33 pm
Hi, im currently using Octane for Poser, how you plugin handle skin materials?
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