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...