gotcha! thanks for explaining.t_3 wrote:ok. i forgot you are comparing against 1.0; back then octane wasn't able to do multitasked mesh building so the plugin instead did run mesh building in multiple tasks; that indeed had (apart from being fast) also the advantage of a responsive ui. not only is octane now able to do mesh building multitasked, but it also does it more efficiently - this on the other hand means that it uses notable more system resources (cpu), thus the ui becomes unresponsive...
OcDS 2.1 PRE RELEASE 5th
Moderator: BK
Forum rules
Please keep character renders sensibly modest, please do not post sexually explicit scenes of characters.
Please keep character renders sensibly modest, please do not post sexually explicit scenes of characters.
- larsmidnatt
- Posts: 499
- Joined: Tue Sep 25, 2012 12:28 pm
Win10 x64
i9 10900k 64GB
2080S 8GB
DS 4.15 OcDS Prime ^_^
i9 10900k 64GB
2080S 8GB
DS 4.15 OcDS Prime ^_^
- linvanchene
- Posts: 783
- Joined: Mon Mar 25, 2013 10:58 pm
- Location: Switzerland
What worked best for me both in OcDS and OctaneRender standalone is to assign one GPU to the display only and turning off the GPU used by the display in Octane completly.larsmidnatt wrote: But I have my way to make things feel smooth in 2.x
In the system tab you can quickly test which GPU is used by the monitor and other software by
- only have one GPU activated at the time
- compare which GPU has the least VRAM availabe
(make sure to click on the apply config button. just removing or adding checkmark will not trigger an update of the used GPU)
Setting the display GPU to low priority is of course also a start. But not using the display GPU for any preview rendering made working in Octane the most comfortable.
You can always toggle the display GPU on again for final rendering if you are not intending to work in any other software during render time...
Win 10 Pro 64bit | Rendering: 2 x ASUS GeForce RTX 2080 Ti TURBO | Asus RTX NVLink Bridge 4-Slot | Intel Core i7 5820K | ASUS X99-E WS| 64 GB RAM
FAQ: OctaneRender for DAZ Studio - FAQ link collection
FAQ: OctaneRender for DAZ Studio - FAQ link collection
- larsmidnatt
- Posts: 499
- Joined: Tue Sep 25, 2012 12:28 pm
Thanks, I already do that. I don't find the using the priority setting enough to make the UI as responsive as I want. I does make a noticeable improvement but still far from fluid.linvanchene wrote:
What worked best for me both in OcDS and OctaneRender standalone is to assign one GPU to the display only and turning off the GPU used by the display in Octane completly.
I have both my cuda gpus dedicated to Octane. As t_3 mentioned, its a cpu multitasking thing. I don't mind keeping live mode off when posing. What I need realtime feedback on is lighting and material changes. It runs butter smooth with live mode for these types of changes so I'm satisfied.
Funny note: I use my intel onboard for dual display setup and it runs just fine. I even play games at low settings (or older games at high settings) with the intel chip while Octane renders in the background using the GPUs. Loving my new rig.
Win10 x64
i9 10900k 64GB
2080S 8GB
DS 4.15 OcDS Prime ^_^
i9 10900k 64GB
2080S 8GB
DS 4.15 OcDS Prime ^_^
Another bug report:
Instancing still doesn't work in 2.15. Instanced objects don't appear in the OcDS viewport.
Clicking on "create a new node instance" or "create new node instances" will create instances in the DS viewport but OcDS seems oblivious to any instance created.
I've submitted a bug report to t_3.
I'd like to encourage users to share any bug that they've encountered and reported here as well, this way we can all know if a particular bug has been reported and would be helpful to know as well under what condition the bug occurs for you specifically, in case other users want to test for themselves as everybody's system is unique.
Just a thought.
Merry X'mas everybody!
Instancing still doesn't work in 2.15. Instanced objects don't appear in the OcDS viewport.
Clicking on "create a new node instance" or "create new node instances" will create instances in the DS viewport but OcDS seems oblivious to any instance created.
I've submitted a bug report to t_3.
I'd like to encourage users to share any bug that they've encountered and reported here as well, this way we can all know if a particular bug has been reported and would be helpful to know as well under what condition the bug occurs for you specifically, in case other users want to test for themselves as everybody's system is unique.
Just a thought.

Merry X'mas everybody!
Win 10 Pro 64bit | 2 x ASUS GTX TITAN BLACK, 6GB GDDR5 | Intel Core i7 3770K, 3.50 GHz | 32 GB RAM
MSI GT83VR SLI 7RF | Win 10 Home | 32 GB RAM
DAZ Studio Pro 4.10.0.123 | OR S.A. V3.01.1b | OCDS V3.8.2.39 | GeForce Driver 398.36
MSI GT83VR SLI 7RF | Win 10 Home | 32 GB RAM
DAZ Studio Pro 4.10.0.123 | OR S.A. V3.01.1b | OCDS V3.8.2.39 | GeForce Driver 398.36
i know that my release posts are overly long and crowded, means i understand that it is easy to miss a point - that particular fact was actually mentioned theregarand3d wrote:Another bug report:
Instancing still doesn't work in 2.15. Instanced objects don't appear in the OcDS viewport.

„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
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
- linvanchene
- Posts: 783
- Joined: Mon Mar 25, 2013 10:58 pm
- Location: Switzerland
obsolete post edited and removed by user
Last edited by linvanchene on Mon May 11, 2015 7:23 am, edited 1 time in total.
ah, nice tip, noted !linvanchene wrote: If you delete a camera in the DS scene tab the DAZ Studio and the OcDS view may jump to "Perspective View" causing camera controls to be greyed out. Make sure to create a new default camera and also selecting it again in the OcDS viewport camera selection.
additional note: studio without ocds would let you operate even a deleted camera (as long you don't select another one), but obviously there is no more scene node and thus camera controls (apart from viewport navigation).cyprine wrote:ah, nice tip, noted !linvanchene wrote: If you delete a camera in the DS scene tab the DAZ Studio and the OcDS view may jump to "Perspective View" causing camera controls to be greyed out. Make sure to create a new default camera and also selecting it again in the OcDS viewport camera selection.
the plugin on the other hand can't synchronize settings with a camera that was actually deleted (even if it still seems to exist in some nirvana); and even if it could, the effect would be the same - the additional camera controls would no longer be available.
to avoid this (and other problems because of this behavior), the plugin forcibly switches to the next best camera if the current camera is deleted: any other standard/user camera, or, if there is none, the default perspective view is selected.
and as lin already wrote: the default perspective view as well as the other default cameras (top/bottom/...) don't support any other controls but basic navigation, so also ocds has no support for additional settings.
probably the best way - workflow-wise - is to let studio create a default camera (can be selected in studio preferences) - and to use the perspective view as "investigation" tool, i.e. to quickly control poses/morphs/etc. from another/closer/... perspective.
last one: the perspective camera also has dof completely turned off in octane, means you get a sharp view all over its viewing distance...
„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
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
t_3 wrote: [*]instances will come back with the next (non-pre) update also.
Whoopsies, it was indeed! Must've missed it, my bad!t_3 wrote: that particular fact was actually mentioned there

On another subject, I can confirm that figure animation is still broken - tested with G2F/M. Animating translation, rotation and scaling of the figure at the root node work, however any kind of animation done to the bones is completely ignored by OcDS. I hope this gets fixed soon.
I'm sure someone had already reported this and t_3 is aware of it, so I'll refrain from submitting a bug report.
The good news is I guess, you can at least still render turntable animations. Maybe to showcase a new pose, conforming clothing, texture or what have you.
And also,
Exactly!! That's why I would love for the perspective view to work like before again (i.e. respecting aspect ratio change by making the appropriate focal length change as well as frame dimension) - yes, I test for different aspect ratios periodically throughout a project.t_3 wrote: and to use the perspective view as "investigation" tool, i.e. to quickly control poses/morphs/etc. from another/closer/... perspective.
For now this is easily rectified though, by creating a new camera and turning off its dof to act as a replacement "director's camera"/perspective view.
Win 10 Pro 64bit | 2 x ASUS GTX TITAN BLACK, 6GB GDDR5 | Intel Core i7 3770K, 3.50 GHz | 32 GB RAM
MSI GT83VR SLI 7RF | Win 10 Home | 32 GB RAM
DAZ Studio Pro 4.10.0.123 | OR S.A. V3.01.1b | OCDS V3.8.2.39 | GeForce Driver 398.36
MSI GT83VR SLI 7RF | Win 10 Home | 32 GB RAM
DAZ Studio Pro 4.10.0.123 | OR S.A. V3.01.1b | OCDS V3.8.2.39 | GeForce Driver 398.36