OcDS 1.5/2.0 PREVIEW

DAZ Studio Integrated Plugin (Integrated Plugin maintained by OTOY)

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t_3
Posts: 2871
Joined: Tue Jul 05, 2011 5:37 pm

hi, finally another update...

IMPORTANT NOTE:

what was written here (viewtopic.php?f=44&t=42393) still applies - it's for the brave and not for serious work, should only be used in a copy of daz studio, and settings files should be backed up when using this preview. also bug reports are currently not needed.

notable changes were done to the nge/nodegraph editor so that material editing is for most parts working (i.e. wiring nodes and node type changes should work). also for 2.0 the displacement node is now listed. note: when using displacement changes to the input node (i.e. power/gamma of an image node) don't trigger a render refresh - only to dis- and reconnect the image node results in an update; since the standalone behaves similar, it is apparently sthg. to fix on octanes' side.

other improvements to the nge are rubberband selections (to move and delete n nodes), by right-click & drag, and a "smart unfold" method, which extracts a single complex material where need (i.e. when scale setup is used for multiple images or the like); may come handy to quickly prepare live-db mats for editing.

in general it is always a good idea to look for the help button in the plugin pane/viewport (or checkbox in the nge), since there is a lot of inline help available...

what was missing in the last installer is a switches.cfg file (%HOMEPATH%\OctaneRender\Data\OctaneRender_witches.cfg) - this is meant to set up a few basics, like i.e. to disable the DEL key capturing which may interfere with other 3rd party plugins that don't handle key interception correct. every switch comes with a short description what it does.

the full installer for 1.20, 1.55 and 2.06:
http://render.otoy.com/customerdownload ... _Setup.exe

if you have used the full installer for the preview already, the update installer is sufficient (and smaller):
http://render.otoy.com/customerdownload ... Update.exe

A WORD ABOUT NET RENDERING:

the plugin comes with a gui for the octane slave/daemon; when using the installer/update it is copied into the daz studio folder, and start menu links are created (with the new installer now under: Programs\OTOY\OcDS vX.XX).

this gui completely replaces the .cmd files that come with octane itself; it allows to start/stop the slave, select the gpus that should be used (for multi-gpu slaves), provides autostart- and remote control capabilities, and restarts the slave in case of crashes. in principle it can be used for any other host too (as it only needs to configure the path to the octane_slave.exe and the daemon tcp port), in connection with the ocds plugin (where it is mandatory) it also provides network autoconfig, reports gpu temps and usage stats back (which can be monitored in the network tab), as well as remote control of the networked pc (wake-on-lan if configured, send to standby, shutdown and restart).
ocds_net_1.png
ocds_net_2.png

if you like to use the net gui on a machine that you can't use the plugin installer on, there is also a standalone version of the gui available - can be copied anywhere (ideally where the octane_salve/daemon.exe's are):
http://render.otoy.com/customerdownload ... aneNSC.rar

regarding octane versions and network rendering: the final installer will contain a setup mode in particular for network nodes, which copies exactly the matching octane files (plus the gui) so that it will be easily possible to setup a network node that uses the same octane version as the plugin.

NEXT:

since from now on it should get better rather quickly, i'm going to give more regular updates; usually by providing a newer version of the OcDS_Preview_Update.exe (which only contains 64bit builds from now on). hope to do so every couple days... if you like to get notified, just subscribe to this thread as i'm going to post update notes here.

PS:

another small goodie which is part of the ocds installation but also has a standalone-version: a mini gpu monitor (fast responding load monitor, temps inc. min/max, display connection state, can stay on top and auto-start):
http://render.otoy.com/customerdownload ... aneGPU.rar
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orion_uk
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Posts: 713
Joined: Tue Oct 25, 2011 2:56 pm

Many thanks mate, just downloading it now :D
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sikotik13
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Thanks t_3. Will give this a test in a bit.
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AlfaseeD
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Posts: 79
Joined: Tue Aug 13, 2013 1:43 pm

In testing :)

Update : Most of the feature I tried are working so far.

A sincere thanks from me.
xxdanbrowne
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Posts: 503
Joined: Wed Feb 06, 2013 2:38 am

Crashes for me every time I try to load a figure with any textures.
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orion_uk
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Joined: Tue Oct 25, 2011 2:56 pm

xxdanbrowne wrote:Crashes for me every time I try to load a figure with any textures.
Attachments
Toggle this on...Should work now ;)
Toggle this on...Should work now ;)
http://www.Neil-Isted.com
Intel i7 870/2.93 GHz
RAM 16GB
1x Titan (6GB)
2x GTX 660Ti 2GB
Win10 Pro 64-bit
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OctaneRender™ for Blender
Ds pro
OR Standalone V4
Poser Plugin
Masterstroke
Licensed Customer
Posts: 29
Joined: Tue Apr 09, 2013 2:32 pm

orion_uk wrote:
xxdanbrowne wrote:Crashes for me every time I try to load a figure with any textures.
O.k. thanks, that solved my render geometrie problem too. Now still all materials are missing. Everything is rendered only white. Don't have any idea how to fix that. It should load materials automaticly.
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orion_uk
Licensed Customer
Posts: 713
Joined: Tue Oct 25, 2011 2:56 pm

Np :)

Select the required mesh in OCDS materials tab and right click then choose auto create mats ;)
Try this...
Try this...
Restult
Restult
http://www.Neil-Isted.com
Intel i7 870/2.93 GHz
RAM 16GB
1x Titan (6GB)
2x GTX 660Ti 2GB
Win10 Pro 64-bit
Carrara 8.5 Pro
Carrara - OR4C
OctaneRender™ for Blender
Ds pro
OR Standalone V4
Poser Plugin
Masterstroke
Licensed Customer
Posts: 29
Joined: Tue Apr 09, 2013 2:32 pm

ahhh, here we go :) thank you. ...But: shouldn't octane do it by start up?
SimonJM
Licensed Customer
Posts: 198
Joined: Tue Mar 19, 2013 12:28 am

Masterstroke wrote:ahhh, here we go :) thank you. ...But: shouldn't octane do it by start up?
Yes it should. But consider ... you can load the geometry and you can load the textures, so both of those functions work. Just needs the little trail of breadcrumbs in the code to link the two together in a good and proper way. Progress is being made! :)
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