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:I thought the Emitters were fine in the "Used" group with the rest of the mats.
the idea was to quickly find light emitting materials in a scene without the need to give them a particular names, to speed up tuning the scene lighting. i think this is the case, but the colors, well; i may skip the additional "active" inking if the colors are identical...
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:I had just deleted a material from the "Unused" group.
ok; looks like a map was not correctly unregistered when it got deleted (or its usage was decreased) by the mat deletion, so the textures list did try to access an non-existing object at some place...
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vortex3d
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t_3 wrote:
vortex3d wrote:I thought the Emitters were fine in the "Used" group with the rest of the mats.
the idea was to quickly find light emitting materials in a scene without the need to give them a particular names, to speed up tuning the scene lighting. i think this is the case, but the colors, well; i may skip the additional "active" inking if the colors are identical...
Absolutely. I just hope it stays consistent with the rest of the mats.
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DrHemulen
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What's the easiest way to downgrade to an earlier version to check if an error is new?
*Edit* You just install the relevant update on top of your current install.
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t_3
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DrHemulen wrote:What's the easiest way to downgrade to an earlier version to check if an error is new?
*Edit* You just install the relevant update on top of your current install.
any installer/updater will just replace any current by the version it contains. what are you facing?
The obvious is that which is never seen until someone expresses it simply

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vortex3d
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The "Automatic material updates after content loads" option is adding negative numbers next to the each related material with every change.
So far this feature strips Octane materials upon related surface changes in DS. :o
AutoMat_NegNum.png
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t_3
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vortex3d wrote:The "Automatic material updates after content loads" option is adding negative numbers next to the each related material with every change.
So far this feature strips Octane materials upon related surface changes in DS. :o
should be both fixed now (the latter was somehow connected with the multiplying mat issue).

btw, thanks for the constant issue updates ;)
The obvious is that which is never seen until someone expresses it simply

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DrHemulen
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Is drag/drop of materials on figures with geografting supposed to work now? I'm getting some funky results with the material groups being changed (the surfaces linked to the OCD material are scrambled) when I drop materials on them. What's worse is that I can't seem to manually group them correctly afterwards, either they just shuffle around again, or nothing happens if I unlink the surfaces and try to assign the correct OCD materials to them :-/

The other stuff was some hotpixels, was not related to the update.
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t_3
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Joined: Tue Jul 05, 2011 5:37 pm

DrHemulen wrote:Is drag/drop of materials on figures with geografting supposed to work now? I'm getting some funky results with the material groups being changed (the surfaces linked to the OCD material are scrambled) when I drop materials on them. What's worse is that I can't seem to manually group them correctly afterwards, either they just shuffle around again, or nothing happens if I unlink the surfaces and try to assign the correct OCD materials to them :-/

The other stuff was some hotpixels, was not related to the update.
there was no change to this.

in general there seems to be no ultimate rule how grafts and daz mats are bound together or affected by each other. at least i haven't found one yet... at least in a way it would fit octane. this means to not have duplicate geometries in the rendering, just hidden by zero opacity mats.

currently the probably best way is to have 1:1 material links between daz surfaces and octane mats. and it needs to be clear that not all of them will be reflected in the rendered geometry. the daz tree now just shows any of the surfaces that grafts and base nodes presents. the geometry on the other hand only contains the final set of vertices, which apparently don't map 1:1 to theses surfaces.

i'd need one or two weeks alone to try different stuff, to maybe find out what depends on what else, and how to resolve it into a single static link for octane. i'm unfortunately dealing with an undocumented black box here, but i'm of course going to do this sooner or later. i have once tried to rebuild a bot genesis in the standalone, but have given up on it after 10 mins of connecting pins to test mats and still not having completed a third of all the pins...
The obvious is that which is never seen until someone expresses it simply

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DrHemulen
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It's weird, because it actually works well with the autogenerated materials. It's only when I try to drop my own materials on the autogenerated ones things go wrong. Also I can't map a single OCD material to a DAZ surface sometimes. This is just ignored.
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