Plugin issues

DAZ Studio Integrated Plugin (Integrated Plugin maintained by OTOY)

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roro_sab
Licensed Customer
Posts: 15
Joined: Sat Sep 28, 2013 12:11 pm

I have noticed several issues after working with the octane plugin for Daz Studio. I hope that the developers can explain why these issues are occurring and check if it is due to some wrong settings or some other reasons or bugs.

1- Opacity images are not automatically converted (when I load a scene with some trees, the leaves materials will not have the opacity image loaded)
2- When rendering animation, some items in the scene are rendered with no texture, and in some cases the texture is changed over time
3- If you open a DAZ scene on other PC where you have no octane plugin and save it, you will loose all octane settings and materials
4- Materials and textures for some objects are not loaded correctly and when the scene is rendered these items will looks grey.
5- In some cases applying octane live material to an object in a scene will not take place even if you try several times and even if you delete the old diffuse node and apply the octane live material again
6- In some cases when you move some items in the scene and the octane render port is opened, the item in not moved in the octane render port and will be rendered in the old location, even if you click on the reload button.
7- Some scenes are loaded with missing texture, and stay like that even if you click on create missing materials
8- Animation rendering hangs and stops with no error message, even when rendering just 120 frames
9- After animation rendering hangs you cannot resume rendering from the last rendered frame, you need to re-render a couple of previous frames in order for the final animation to render in order.
10- In some cases when rendering animation some frames are not rendered correctly, and will be replaced by older frames, and you need to re-render these frames again for the animation to stay in order. For example if you are rendering 200 frames, frames 71,72,73,74,75 will not render correctly and all these frames will be replaced by frame 70 rendered image.
alaman64
Licensed Customer
Posts: 100
Joined: Sun Dec 30, 2012 4:46 pm

Chances are you don't have enough memory on your video card, when that happens textures and or trans maps are dropped. You can see how much memory you have free by licking on the system tab in Octane. If memory is the issue, you can resize you textures and or get a new graphics cars with more memory,


Nick
Asus Z97-A / usb 3.1 - Windows 10 - 980 ti - Titan Black - Titan Z - Daz Studio
roro_sab
Licensed Customer
Posts: 15
Joined: Sat Sep 28, 2013 12:11 pm

No the memory is not the issue, I am sure because I use 2 combined (GeForce GTX 690 - 4GB) that is 4 GPUs
alaman64 wrote:Chances are you don't have enough memory on your video card, when that happens textures and or trans maps are dropped. You can see how much memory you have free by licking on the system tab in Octane. If memory is the issue, you can resize you textures and or get a new graphics cars with more memory,
Nick
User avatar
t_3
Posts: 2871
Joined: Tue Jul 05, 2011 5:37 pm

hi roro_sab,

i'll answer your questions a little later today; can you please in advance tell me what plugin version you are running (system tab - the status line in the middle gives the exact build)...
The obvious is that which is never seen until someone expresses it simply

1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
roro_sab
Licensed Customer
Posts: 15
Joined: Sat Sep 28, 2013 12:11 pm

The plugin version is v1.0.113.2313 beta
t_3 wrote:hi roro_sab,

i'll answer your questions a little later today; can you please in advance tell me what plugin version you are running (system tab - the status line in the middle gives the exact build)...
SiliconAya
Licensed Customer
Posts: 175
Joined: Tue Jul 30, 2013 12:00 pm
Location: Australia

The GTX G90 only gives you 2GB of useable RAM in Octane, the 4GB is split into 2GB per GPU, so it could easily be memory issues. It's not hard to fill up 2GB gfx memory.

However most of what you listed are bugs in the DS plugin that we all have to deal with, I know I have to deal with just about all the non-animation ones you listed multiple times a day.

1 and 4 are due to the horrible material conversion the plugin does on DS mats, 4 is due to it setting the diffuse map to floatimage and not image.
The first lesson of the DS Octane plugin in is that the mats it makes are wrong 98% of the time and you'll need to edit them by hand to fix them up, about the only thing the auto conversion of materials is good for loading the texture maps into the drop down for you, so you don't have search for them in your runtime when you doing the materials yourself.

5 & 7 require me to restart DS, reloading the scene doesn't work.

6 happens a lot.

I could probably add another 10 to 20 things to this list real easy, the more you use it the more bugs you'll find, I'm dubious that the plugin should even be called a beta, it's not even updated anymore and it's certainly not worth the price.
SimonJM
Licensed Customer
Posts: 198
Joined: Tue Mar 19, 2013 12:28 am

SiliconAya wrote:The GTX G90 only gives you 2GB of useable RAM in Octane, the 4GB is split into 2GB per GPU, so it could easily be memory issues. It's not hard to fill up 2GB gfx memory.

However most of what you listed are bugs in the DS plugin that we all have to deal with, I know I have to deal with just about all the non-animation ones you listed multiple times a day.

1 and 4 are due to the horrible material conversion the plugin does on DS mats, 4 is due to it setting the diffuse map to floatimage and not image.
The first lesson of the DS Octane plugin in is that the mats it makes are wrong 98% of the time and you'll need to edit them by hand to fix them up, about the only thing the auto conversion of materials is good for loading the texture maps into the drop down for you, so you don't have search for them in your runtime when you doing the materials yourself.

5 & 7 require me to restart DS, reloading the scene doesn't work.

6 happens a lot.

I could probably add another 10 to 20 things to this list real easy, the more you use it the more bugs you'll find, I'm dubious that the plugin should even be called a beta, it's not even updated anymore and it's certainly not worth the price.
Not going to get into a great debate about the quality of the beta and it's development, apart to say 'I beg to differ'.
For the DS mat conversion have you tried looking at the Preferences tab, Texture settings (bottom quarter of the dialog box) where you can 'coerce' the type of Diffuse (and other maps) to image?
roro_sab
Licensed Customer
Posts: 15
Joined: Sat Sep 28, 2013 12:11 pm

I would like to thank you SiliconAya for explaining the memory issue, I am planning to get the new GTX titan which has a larger memory. I would like to thank SimonJM also and sure I will try your work around solution.
At least i now know that i am not alone facing these issues.
I know that we are still in beta version , but I think we need to report each bug and issue we face
so the developers can fix. DAZ is my favorite 3d software and I would really like to have the octane
plugin run smoothly and we without bugs.
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linvanchene
Licensed Customer
Posts: 783
Joined: Mon Mar 25, 2013 10:58 pm
Location: Switzerland

edited and removed by user
Last edited by linvanchene on Fri Sep 05, 2014 2:54 am, edited 1 time in total.
User avatar
t_3
Posts: 2871
Joined: Tue Jul 05, 2011 5:37 pm

linvanchene wrote:- Power set to a color different than White even if a map is loaded at the same time.
there is already an option for that: in the preferences tab you can untick the "use rgb" setting for the diffuse and specular maps, means when converting the rgb color modifier is left out...

regarding the opacity: this is a bug (and will be fixed). the intended behavior is to use the opacity strength from the source shader, but currently this only works if also a opacity map is applied.

regarding normal maps: the intended behavior is that a normal map is taken in favor of a bump map if both exist in the source shader (since octane will use only bump OR normal, not both). i'll check that again as this too sounds like a bug...
The obvious is that which is never seen until someone expresses it simply

1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
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