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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Jazbee wrote:How did it work correctly (the linking at least) in the previous version?
what version versions do you mean with "previous" - the 1.0.x.x or a 1.2.120.?
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t_3
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AlfaseeD wrote: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
this at least tightens a bit the area where/when it happens. means internally the data is still there, it just doesn't find its way in to the menu that when it is created. 'am going to take a closer look if i find sthg. there...
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t_3
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DrHemulen wrote: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):
thanks for the explanation. as soon i have a clean stand, e.g. completed the mentioned other fixes, i'll take a day or two to focus on get geo grafting mat links working...
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Jazbee
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t_3 wrote:what version versions do you mean with "previous" - the 1.0.x.x or a 1.2.120.?
I mean 1.0.x.x, in that version I didn't have problems with linking materials on geo-grafted figures.

There were other issues, though, when two figures with the same geo-grafted elements appeared in the scene (say, two Genesis 2s with geo-grafted genitals). In that situation I could only create a material for one of the geo-grafts (the other simply didn't show on the right in the Materials tab and rendered grey in Octane, so I would simply render one image -> remove the one geo-graft I didn't need anymore -> relink the mat to the other one, adjust and render another image to be joined in post). Fortunately, I don't have this problem with 1.2.x.x, but I would probably welcome it back if it meant getting rid of the mat linking issue :)
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t_3
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Jazbee wrote:
t_3 wrote:what version versions do you mean with "previous" - the 1.0.x.x or a 1.2.120.?
I mean 1.0.x.x, in that version I didn't have problems with linking materials on geo-grafted figures.
i did follow the guide i got from daz ("use assembly materials instead materials"). the initial problem i have with geo grafts is, that they way daz does it won't ever work right in octane: that is to hide geometries by zero opacity mats. this will almost always produce visible cracks in the rendering.
Jazbee wrote:There were other issues, though, when two figures with the same geo-grafted elements appeared in the scene (say, two Genesis 2s with geo-grafted genitals). In that situation I could only create a material for one of the geo-grafts (the other simply didn't show on the right in the Materials tab and rendered grey in Octane, so I would simply render one image -> remove the one geo-graft I didn't need anymore -> relink the mat to the other one, adjust and render another image to be joined in post). Fortunately, I don't have this problem with 1.2.x.x, but I would probably welcome it back if it meant getting rid of the mat linking issue :)
well, i'd aim for best of both ;) i'm now able to filter out a working single set of vertices from original and grafted parts, and "just" need to figure out how to provide working material links - i had'nt had enough time yet to figure it out by trial and error (unfortunately this is the usual way to get most things done for this plugin)...
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DrHemulen
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Awesome :) All this troubleshooting is actually kinda fun :geek:
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t_3
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DrHemulen wrote:Awesome :) All this troubleshooting is actually kinda fun :geek:
word ;)

a note to @all that don't actually feel just the same: i'm aware of that and do what it needs to sort things out.

and @all: is there anyone still having (some/lots of) random crashes - that don't come from texture tab clicking? i'm a bit alarmed about 2 incidents, that i had not expected. but didn't see much other feedback about such probs...
The obvious is that which is never seen until someone expresses it simply

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SimonJM
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Not had much chance to really test-drive the new release in past couple of days. Main issue (that I recall at least!) is an empty scene being flagged as 'dirty' so prompting for a save. Not even sure if that is linked to OcDS or not as I have been swapping it in and out of being active! ;)
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t_3
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SimonJM wrote:is an empty scene being flagged as 'dirty' so prompting for a save. Not even sure if that is linked to OcDS or not as I have been swapping it in and out of being active! ;)
yes it is plugin related.

i need to create a (hidden) scene node prior a save can even start, to be able to append the plugin data to it. so, in fact, the scene did change. currently this happens on every clear (= also on start), but it should be possible to shift it backwards - so this is about to change in one of the coming updates...
The obvious is that which is never seen until someone expresses it simply

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SimonJM
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t_3 wrote:
SimonJM wrote:is an empty scene being flagged as 'dirty' so prompting for a save. Not even sure if that is linked to OcDS or not as I have been swapping it in and out of being active! ;)
yes it is plugin related.

i need to create a (hidden) scene node prior a save can even start, to be able to append the plugin data to it. so, in fact, the scene did change. currently this happens on every clear (= also on start), but it should be possible to shift it backwards - so this is about to change in one of the coming updates...
I think it was just after DS startup that it was most noticeable - not intrusive just a little counter-intuitive and 'huh, did I just do something I did not want to do' thought-forming ;)
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