OcDS 1.2.120.34xx - BUG REPORTS

DAZ Studio Integrated Plugin (Integrated Plugin maintained by OTOY)

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t_3
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vortex3d wrote:Attack of the clones!

Shared materials split randomly on load and saving at this point will make matters worse.
Having multiple instances of the same material makes the scene inefficient and time consuming to clean up.
I don't know what triggers this behavior, but I can't duplicate it with single items or basic scenes.
thanks for the screenshots - i think i have a trace to the problem root now... in a state, where a group of daz surfaces did end up in multiple oc mats, when there was only one before, pls select these in question, and use the create auto mat function - do they still resolve into one single auto mat, or do you get multiple mats also?

some explanation: every daz mat holds a copy of the oc mat it was linked with; if you edit the scene/subset without the plugin, i.e. delete some of the objects, the remaining objects will still keep their oc mat settings. to allow them all to be resolved back to only one oc mat on load, they also get an unique id; if this id is different a new oc mat will be created (even if it is exactly the same one) - and apparently this happens here...
The obvious is that which is never seen until someone expresses it simply

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t_3
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update: i most probably found the reason already... loading then linked oc mats might create them anew per object(base node); fix should be available soon!
The obvious is that which is never seen until someone expresses it simply

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t_3
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AlfaseeD wrote:Ps T_3 have you seen my post about the name that are not shown properly etc etc ?

Thanks!
i have seen it, but need a number of tests to find out if/when/why this happens; btw. this doesn't seem to be connected to the other problem; if so it should work now, but i doubt so...
The obvious is that which is never seen until someone expresses it simply

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vortex3d
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When adding emitters, they initially show in the "Used" group and after saving and reloading the scene, they appear in the "Emitters" group colored as unlinked (orange) even though they work and are actually linked.
LinkedEmitterColor.png
Last edited by vortex3d on Tue Feb 18, 2014 5:30 pm, edited 2 times in total.
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vortex3d
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Another fatal crash switching from the Animation to the Texture tab.

DAZStudio.exe caused ACCESS_VIOLATION in module "C:\Program Files\DAZ 3D\DAZStudio4.6\QtCore4.dll" at 0033:000000005CC43816, QString::QString()+6 byte(s)
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t_3
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vortex3d wrote:When adding emitters, they initially show in the "Used" group and on load they appear in the "Emitters" group colored as unlinked (orange) even though they work and are actually linked.
oh well :roll: i use the palette of the current daz style to ink the entries; e.g. "highlight" color = linked & active emitter, "link" color = unlinked material of any sort, standard "text" color = linked material (or presets, livedb, ...) - just that "link" and "highlight" share the same color in the main street style.

to bad. if i use own colors they might conflict with a custom user palette, and the main street palette contains only one additional alternate non-gray color (apart from orange) that is red (hard to read on grey backgrounds)...
The obvious is that which is never seen until someone expresses it simply

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t_3
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vortex3d wrote:Another fatal crash switching from the Animation to the Texture tab.

DAZStudio.exe caused ACCESS_VIOLATION in module "C:\Program Files\DAZ 3D\DAZStudio4.6\QtCore4.dll" at 0033:000000005CC43816, QString::QString()+6 byte(s)
the textures tab refreshes its contents only when shown (expensive operation), so there might be an issue within the textures list. i'd just need a full crash report as the line above doesn't tell where exactly it happens....
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
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t_3
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vortex3d wrote:Another fatal crash switching from the Animation to the Texture tab.

DAZStudio.exe caused ACCESS_VIOLATION in module "C:\Program Files\DAZ 3D\DAZStudio4.6\QtCore4.dll" at 0033:000000005CC43816, QString::QString()+6 byte(s)
ps: do you remember what the last texture related operation was at this point (i.e. replace a map in the mat tab/nge, textures tab itself, load a mat set/template, whatever)?
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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vortex3d
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t_3 wrote:
vortex3d wrote:When adding emitters, they initially show in the "Used" group and on load they appear in the "Emitters" group colored as unlinked (orange) even though they work and are actually linked.
oh well :roll: i use the palette of the current daz style to ink the entries; e.g. "highlight" color = linked & active emitter, "link" color = unlinked material of any sort, standard "text" color = linked material (or presets, livedb, ...) - just that "link" and "highlight" share the same color in the main street style.

to bad. if i use own colors they might conflict with a custom user palette, and the main street palette contains only one additional alternate non-gray color (apart from orange) that is red (hard to read on grey backgrounds)...
I thought the Emitters were fine in the "Used" group with the rest of the mats.
Last edited by vortex3d on Tue Feb 18, 2014 5:52 pm, edited 2 times in total.
Win 8.1 Pro 64bit | GTX 660Ti, GTX TITAN, 6GB GDDR5 | Intel Core i7 3970x, 3.5 GHz | ASUS P9X79WS | 64GB RAM
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vortex3d
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t_3 wrote:
vortex3d wrote:Another fatal crash switching from the Animation to the Texture tab.

DAZStudio.exe caused ACCESS_VIOLATION in module "C:\Program Files\DAZ 3D\DAZStudio4.6\QtCore4.dll" at 0033:000000005CC43816, QString::QString()+6 byte(s)
ps: do you remember what the last texture related operation was at this point (i.e. replace a map in the mat tab/nge, textures tab itself, load a mat set/template, whatever)?
I had just deleted a material from the "Unused" group.
Win 8.1 Pro 64bit | GTX 660Ti, GTX TITAN, 6GB GDDR5 | Intel Core i7 3970x, 3.5 GHz | ASUS P9X79WS | 64GB RAM
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