OcDS 2.1 PRE RELEASE 2nd

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

kraken wrote:What this means is that BEFORE you install the new version, make a COPY of your .duf file and label it v1 or v2 so that you can downgrade without losing your work. Opening a file and saving it as-is will make it incompatible.
if you sava a .duf with v2 being active it will contain v2 data. the plugin _needs_ to re-append any of it's internal data to the a saved file whenever save happens, otherwise it won't contain any of its data; and of course it needs to convert old v1.20 octane data to v1.55/v2.12 in order to render it. unfortunately i don't see a way to avoid that.

it's of course always good idea to make backups.

if you lost something you can send me the .duf - i may either clean out the data so it loads in v1 (without crashing and without octane data), in addition v1 saves backups of the internal data into %homepath%\OctaneRender\Backups which may be reapplied to a v1 scene...
The obvious is that which is never seen until someone expresses it simply

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

sikotik13 wrote:

Code: Select all

Can't connect node 'RGB Image' (NT_TEX_IMAGE, 0000000030F6A060) to static pin 'diffuse' (P_DIFFUSE, type PT_TEXTURE) of node 'Diffuse Material' (NT_MAT_DIFFUSE, 0000000030F45EA0)
regarding these... i would need somebody who sees this to send me his/her preset file:
%homepath%\OctaneRender\Data\OctaneRender_presets.oczdb
or whatever else scene or other .duf is causeing it.

the plugin tries to not overwrite old version data wherever possible - in the case of presets both versions are kept within this file. it's still a good idea to make a backup as long the plugin is marked "beta"; i.e. this file can be easily copied and re-applied - no dependencies whatsoever...
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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Sorel
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Joined: Tue Feb 25, 2014 5:22 pm

Is there documentation somewhere for the new features?
kraken
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Location: Saint Augustine, Florida

Oh, I see...this is why version 2.0 didn't cause a problem, because it didn't save settings (where as 2.1 does). Is removing the data something that I can do or is it too complicated for the end-user? If I could do that and access the back-up, that would be better than starting over. The .duf files I'm working with are about 1 - 2mb files, I certainly would want to slow you down with all the other priorities that you have. Although I do appreciate the offer and will send them if there is no other way to revert them.

Thanks
Win 7 64bit Ultimate SP1
Blender 2.78
4x GTX980 Ti
NVidia Driver 373.06
Octane Server 3.03.4 v.11.2
Octane SA 3.03.4
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AtticusBones
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Hey, t_3! Another bug for your boot. The "Imager Settings" (i.e. hotpixel removal) no longer work while rendering in final mode.
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t_3
Posts: 2871
Joined: Tue Jul 05, 2011 5:37 pm

AtticusBones wrote:Hey, t_3! Another bug for your boot. The "Imager Settings" (i.e. hotpixel removal) no longer work while rendering in final mode.
mh, i see. damn. since "final" may make several modifications to the render target (aka render settings), it first creates a temp copy - in order to keep the current settings untouched - and (currently) this copy is not visible to the ui/controls. it should be possible to make at least the temporary imager accessible, which, due to its "non destructive" behavior would also not compromise the "lock" that final rendering should imply...
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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t_3
Posts: 2871
Joined: Tue Jul 05, 2011 5:37 pm

Sorel wrote:Is there documentation somewhere for the new features?
well, docs... there will be a long & descriptive post as soon the "pre" is removed in front of "release" - a real documentation = manual/tutorials is in thw eorks, but will need a while...
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
xxdanbrowne
Licensed Customer
Posts: 503
Joined: Wed Feb 06, 2013 2:38 am

Kind of geometry displacement problem happening with genesis characters.
With hair that's been imported to DAZ as .OBJ (bought on renderosity) and then parented to the head joint, if the genesis character is posed with the head tilted at an angle, the hair overshoots and rotates at a wild angle.
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t_3
Posts: 2871
Joined: Tue Jul 05, 2011 5:37 pm

xxdanbrowne wrote:Kind of geometry displacement problem happening with genesis characters.
With hair that's been imported to DAZ as .OBJ (bought on renderosity) and then parented to the head joint, if the genesis character is posed with the head tilted at an angle, the hair overshoots and rotates at a wild angle.
this happens with any sort of rotations; was "just" using the wrong rotation order when updating placements. a simple typo in fact - unfortunately none of my usual test scenes was affected by it. a few additional fixes (i.e. missing maps) and next update is ready...
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
withgoodman
Licensed Customer
Posts: 19
Joined: Tue May 21, 2013 2:10 am

This is a problem that occurs in DAZ STUDIO4.7.
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