OcDS 1.2.120.34xx - BUG REPORTS

DAZ Studio Integrated Plugin (Integrated Plugin maintained by OTOY)

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Peken
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Posts: 3
Joined: Mon Dec 02, 2013 1:09 am

t_3 wrote:
Peken wrote:Do you have the same problem with the .118 release?
going to check it; at least until 4.6.2.72 there was no such problem... except a plugin bug when saving a scene with unassigned daz surfaces - could it be this particular bug? if so it will be sorted out within the next days, otherwise i need to look about what daz may have changed...
Thanks! With .3430 saving OK :D
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vortex3d
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Joined: Sat Dec 15, 2012 12:48 pm
Location: Chino, CA (USA)

t_3 wrote:
vortex3d wrote:
vortex3d wrote:Octane Render Main UI (F12) will not start after fatal crash (Same tab crash as previously reported).
I tried restarting DS several times and flushed the RAM, but no luck.
I'll cold boot my PC and see if that solves it, but I think it's file corruption.
No luck, I re-installed the plugin, but the main UI still does not start.
The viewport works and renders as expected.
The DS Log shows no errors or warnings. :?:
Clean installing next.
sry for the textures tab crash - it'll be probably a good idea to not use it until i have sorted this out.

as for the main pane not showing up - could it be that ds has mixed up the pane position to somewhere outside the screen? if so it will help to restore the workspace layout: main menu > window > workspace > ...

ps: the viewport position is controlled and saved/restored by the plugin itself, the main/nge panes are controlled by studio.
YES! one of my 4 screens was off and it decided to hide there! Sneaky, sneaky! Thanks!
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t_3
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vortex3d wrote:YES! one of my 4 screens was off and it decided to hide there! Sneaky, sneaky! Thanks!
good :)

4 screens :shock:

btw, i have identified the texture tab issue - must have been blind. will continue tomorrow and will most probably have a new update later the day - addressing: mat multiplying, tex tab crash, wiped out oc data, drag&drop mat tab node inspector updates, the active emitter inking, and 2 new functions also - one is an on/off/hide switch for materials... pretty useful to quickly hide surfaces without turning down opacity, as well as switching emitters on/off without altering power... be gone now 8-)
The obvious is that which is never seen until someone expresses it simply

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vortex3d
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Location: Chino, CA (USA)

t_3 wrote:
vortex3d wrote:YES! one of my 4 screens was off and it decided to hide there! Sneaky, sneaky! Thanks!
good :)

4 screens :shock:

btw, i have identified the texture tab issue - must have been blind. will continue tomorrow and will most probably have a new update later the day - addressing: mat multiplying, tex tab crash, wiped out oc data, drag&drop mat tab node inspector updates, the active emitter inking, and 2 new functions also - one is an on/off/hide switch for materials... pretty useful to quickly hide surfaces without turning down opacity, as well as switching emitters on/off without altering power... be gone now 8-)
Awesome, I'll patiently wait, thank you!
The emitter on/off function is much needed!
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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Posts: 121
Joined: Sat Dec 15, 2012 12:48 pm
Location: Chino, CA (USA)

vortex3d wrote:
t_3 wrote:
vortex3d wrote:YES! one of my 4 screens was off and it decided to hide there! Sneaky, sneaky! Thanks!
good :)

4 screens :shock:

btw, i have identified the texture tab issue - must have been blind. will continue tomorrow and will most probably have a new update later the day - addressing: mat multiplying, tex tab crash, wiped out oc data, drag&drop mat tab node inspector updates, the active emitter inking, and 2 new functions also - one is an on/off/hide switch for materials... pretty useful to quickly hide surfaces without turning down opacity, as well as switching emitters on/off without altering power... be gone now 8-)
Awesome, I'll patiently wait, thank you!
The on/off function is much needed!
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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AlfaseeD
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Posts: 79
Joined: Tue Aug 13, 2013 1:43 pm

t_3 wrote:
vortex3d wrote:YES! one of my 4 screens was off and it decided to hide there! Sneaky, sneaky! Thanks!
good :)

4 screens :shock:

btw, i have identified the texture tab issue - must have been blind. will continue tomorrow and will most probably have a new update later the day - addressing: mat multiplying, tex tab crash, wiped out oc data, drag&drop mat tab node inspector updates, the active emitter inking, and 2 new functions also - one is an on/off/hide switch for materials... pretty useful to quickly hide surfaces without turning down opacity, as well as switching emitters on/off without altering power... be gone now 8-)
That's sounds good!
Have you addressed the problem I've reported (the name that not appear if the length of the string is > of a certain value) ?
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t_3
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Joined: Tue Jul 05, 2011 5:37 pm

AlfaseeD wrote:Have you addressed the problem I've reported (the name that not appear if the length of the string is > of a certain value) ?
there was a problem with the recent folders selector because of long names, this was fixed with the last update, but i couldn't reproduce something similar for filenames; my test case is this one: ThisIsADummyTestImageWithAVeryLongNameAsYouCanSeeIfYouAreCarefullyLooking.png - use it already for a long time to get in particular correct size adjustment and "..." elided text for the selector filename display - it still saves and loads without problems.

there are obviously a few bugs in textures handling, one of them causing them not to disappear from the textures tab, subsequently causing a crash as soon te textures tab is selected.

the problem you posted screenshots about is imo different. as you apparently still see it - if you have s scene/scene subset that loads always back with missing file names, it could help to find the reason; it could be strangely related to the set style in studio, but i doubt so. ps: do you still have crashes that seem to happen because of that?
The obvious is that which is never seen until someone expresses it simply

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DrHemulen
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Posts: 317
Joined: Thu Dec 26, 2013 7:09 pm

t_3 wrote: its more a problem on the surface.

i.e. a bot genesis consists of close to 1000 material ids in total; around half of them will show up in the rendering, the other half needs to be skipped, as they mean surfaces replaced by grafted surfaces. in total there are 428 material pins rendering. when auto mats are created, it is guaranteed, that any of the 428 pins receive a material. but they now need to be mapped to 160 daz materials that visually represent the geometry surfaces, that will in the end also serve as link anchors for the oc <> ds mat link interface - and that is the point where things are going to mess up, as i'm not able to work out how to map them together correctly. so the ui only shows a fraction of what is handled internally, and that particular fraction might not contain all needed mappings, so replacing links later on won't affect all matching surfaces.

if i would present all 428 mat pins, it would probably work without problems, but i guess it also won't be much fun to edit such a number of material links...
Wow, that's really convoluted, I wonder why that is a good idea :D

What I still don't get is why the auto-generated materials work perfectly fine in that context, and I'm thinking there's some room to figure out a cheap workaround. What happens is (GF2 with genitals, torso material as example):

-Open GF2
-Apply genital graft
-Apply DAZ material to GF2 and genitals
-open Octane
-Missing > Create auto materials.

At this point everything works perfectly fine. The Octane materials/Scene surfaces tree makes sense. It also renders correctly in the viewport.

If I start working with the material mapping involving the grafted surfaces (or neihbours it seems), things go crazy. Even I just drag a preset to one of the surfaces.

From my very limited understanding of this, it sounds like that after the auto-generation, there should be a correct table of which materials map to which of these 400 surfaces. So if I drag a material to the "torso" surface, isn't it possible to apply it to those surfaces?

Another way (dunno if this is at all practical) would be to be able to select which materials are used for auto generation. I'm thinking somehting like right click menu where you can select from your presets, or a table (if surface "x", apply oc material preset "y")

One workaround that works for me is to auto-generate and copy settings from my preset template. Then go to the linked OC material and right click > Paste settings from "XXXXX Template". This works with the combined OC materials that covers multiple surfaces (hands, feet, arms and such mapped to one OC material).

This doesn't mess up the surfaces, but you manually have to edit all the textures, as templating isn't carried over. One texture applied to X nodes is also split out to X different textures, so you have to edit each. Still, it seems that I only have to do it for the skin, I can drag/drop templates to eyes and whatnot without issue right now.
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AlfaseeD
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Posts: 79
Joined: Tue Aug 13, 2013 1:43 pm

Well, I did some tests and I still miss the file name inside the tab and this leads to some problems.

I found something that can be interesting:

If I copy the material data from a material that misses the file name and then I paste the setting into another material, the file name inside the tab appears and I can also use the browse disk correctly etc etc

Anyway, if you need a deeper and more fine-tuned testing please, tell me what exactly I should do and then I will do various tests by myself.
Jazbee
Licensed Customer
Posts: 62
Joined: Wed Mar 27, 2013 9:00 pm

Geo-grafting is seriously messed-up right now. It didn't work great it the previous version, but now it's simply unusable. I was able to figure out which material corresponds to which object when using "create missing materials" (Tongue=Eyelashes; InnerMouth=Tongue; Eyelashes=Something in the Limbs group; Neck=Something in the Limbs group; Ears=InnerMouth), but as soon as you, by mistake, link some other material to any of those, everything goes crazy. How did it work correctly (the linking at least) in the previous version?
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