- material loading from scenes could result in empty mats (if they were created from presets or already once saved materials).
- a number of triggers for auto geometry updates (aka "live" mode) were broken.
- the octane camera could get "locked" into a zero focus distance.
- the focus picker position did take the horizontal/x pos also for the vertical/y pos, thus wasn't correctly placed.
- also the saved focus picker position was off in fixed sized renders.
- the focus shortcut ALT+click in the viewport didn't work.
- unlinking octane materials didn't cause render restarts.
- when the last oc mat link was removed (so it got "unused") the mode buttons (standard/color/hidden/compare) didn't get disabled. note: these functions naturally only work for linked oc mats (=actively participating in the rendering) thus these buttons should not be accessible otherwise)
- a few buttons could freeze ds when pressed (esp. the "live" mode button in the viewport).
- the node editor now (again) keeps its scroll position during changes.
- the displacement values (height and offset) didn't allow useful slider input.
- the x/y/z suffixes were missing on some pin labels.
unfortunately there seems to be no way to speed up loading texture maps again; in order to reflect changes in the ds event flow, the plugin can't any longer start creating maps in octane until the daz load process wasn't completely finished. previous versions did this already during the daz load processing, but that caused problems with newer ds version. even if there is no direct change in how maps are transferred to octane - they are simply loaded from disk once again as it is not possible to access them in memory - previous version did just benefit from windows disk caching if the octane map loading was started early enough. as this now happens after any file handles in studio are closed, it takes a lot longer to have octane load all the used maps again. i'll try to find a way to optimize that, but there is no guarantee that it can get any faster. if you work with lots of (big) texture maps, it's probably a good idea to place the runtime folders on a fast harddisk (this is even possible for only the maps using the runtime setup in studio).
CHANGES:
- it is now possible to access the actual imager values also in "final" mode; in addition other inputs that are destructive are now disabled. note that it is still possible to change the daz scene contents during final, but that is not intended (and can't be easily prevented), but there is no guarantee that everything works as expected.
- the autofocus is now allowed to get set to "infinite" = when the autofocus point isn't placed on a scene object; this is just like a real world camera autofocus would behave.
- there is a new material edit button (left from the "nodegraph editor" button); it contains all the function of the tree's context menu plus an option to change the plain color (which is randomly chosen when a new material is created).
- added animators for bools and colors.
- the object texture maps list in the texture menu is more compact by skipping identical maps on different surfaces - only lists the headers = surface names then.
- added a nv driver version warning if a not or at least not fully supported driver version is detected.
i aim for a 5th and last pre-release until marking the new 1.5/2.1 versions final. the next update will also switch to octane 2.13, what means that 344.89 WHQL is the definitive required nv driver version in order to work with the plugin; but even with 2.12 (the current plugin version) there may be problems if the driver version is to old, so updating drivers is recommended.
INSTALLATION:
once again hot off the press; hope to have not added some last minute bugs somewhere:
http://render.otoy.com/customerdownload ... Setup4.exe