
OcDS v1.2 - GENERAL DISCUSSION
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Wow, it feels like a totally different renderer to me! I especially like the material RGB spectrum tab. So much more control!
Great work, t_3!
PS Everything working fine here. No bugs yet.
Great work, t_3!

PS Everything working fine here. No bugs yet.

Last edited by Jools on Fri Feb 14, 2014 9:47 pm, edited 1 time in total.
just be aware that there are someJools wrote:Wow, it feels like a totally different rendere to me! I especially like the material RGB spectrum tab. So much more control!
Great work, t_3!![]()
PS Every working fine here. No bugs yet.

„The obvious is that which is never seen until someone expresses it simply ‟
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There are bugs but this plugin certainly feels like a work of art. Honestly T_3 you are the Michelangelo of programmers. 

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- linvanchene
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- Location: Switzerland
edited and removed by user
Last edited by linvanchene on Fri Sep 05, 2014 3:07 am, edited 1 time in total.
this is indeed working as intended (this is why the entry is called "initial" but not "default"); i just have checked it, and it should be possible to also add another entry to reset a pin to its default value - makes some sense. what i currently can't remember is, if i had already done it and dumped it because of some problem - have put it on my list.linvanchene wrote:Is that working as intended? I would have found it rather conveniant if after loading the scene I would still have a way to go back to the "default" values and was hopening the initial values would be a setting that always let one do that.
memorize/restore is meant to keep a particular value prior trying out something; just like studio has memorize/restore tools for poses and the like. i.e. when you have a setting that is ok already, but still want to try out other values it spares you writing it down or memorize it yourself. since "last" only restores the very last value after a change... hm.linvanchene wrote:I still have not a complete grasp what "memorize" and "restore" are doing.
just realize that the "last value" method could be ~easily extended to a general undo method... need to think that through. one thing i already can tell is, that an "undo" may be only useful, when kept directly with a particular pinnode (i.e. as option in this menu, replacing "last"), as otherwise (a general serialized) undo will mess up a scene setup within seconds; as one clearly can't keep track about hundreds of node values and the changes made (=what and where the next undo step is about to change). imo a pinnode specific undo is the way better approach for this kind of stuff...
„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
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
fyi:
- node default value option: done
- node value undo + redo: also done
notes:
- as described above the undo is not to be retrieved by ctrl+z, nor is it put onto ds own undo stack, as this imo won't work in a useful way - undo replaces the "last value" option, redo is an additional entry to the node value menu.
the number of undo/redo steps is practically unlimited; probably after a few billion changes you will run out of memory, but i expect that to don't happen in a single session, even if it lasts for several years
- i had already considered the default restore option before, the point was that the plugin sets quite some default values different from the octane standard defaults, so i just needed to take them into account also when building the node menus...
- node default value option: done
- node value undo + redo: also done

notes:
- as described above the undo is not to be retrieved by ctrl+z, nor is it put onto ds own undo stack, as this imo won't work in a useful way - undo replaces the "last value" option, redo is an additional entry to the node value menu.
the number of undo/redo steps is practically unlimited; probably after a few billion changes you will run out of memory, but i expect that to don't happen in a single session, even if it lasts for several years

- i had already considered the default restore option before, the point was that the plugin sets quite some default values different from the octane standard defaults, so i just needed to take them into account also when building the node menus...
„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
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
- linvanchene
- 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 3:07 am, edited 1 time in total.
well, a node based undo/redo means still quite some work and insecurity when reverting a state that had seen more than just a few changes.linvanchene wrote: Guess the days of reloading old scenes and spending time waiting just to revert to an earlier state of some values are counted.
as i'm well aware of the save-and-load-back tango myself, esp. painful when imported wavefront objects are in the scene or v4 stuff is used (laaaaasts way too long to save/load), i will though look out for something more convenient.
a good example is the undo history in photoshop, where you can directly jump to a particular state, even back and forth. this is of course way more tricky to achieve, as there might be lots of changes inbetween but just values (like node connections, material creation/deletion, even changes to daz nodes, etc.) but something similar would of course add a great amount of freedom in experimenting with changes...
„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
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
note @all: i'm going to be rather quiet for the next 2 days; as much i love to discuss things here in the forum i still need to also get some homework done for the next update; means less talking but focus on writing (code)...
„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
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