OcDS 2.1 PRE RELEASE 5th

DAZ Studio Integrated Plugin (Integrated Plugin maintained by OTOY)

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larsmidnatt
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Spectralis wrote:Didn't DAZ rename all the material zones in G2? Could that have had an effect on geografting?
Considering G2F works in 1.0, even to this day (at least for the gens), I can't imagine that matters.
sikotik13 wrote:Given that in every version of OcDS I've used this problem has been persistent in only affecting G2 so severely
I know you missed the 1.0 boat, but 1.0 didn't have the severe geografting problem for the G2F gens at least. Catgirl and what not would blow things up though :(
DrHemulen wrote: Maybe there's some kind of autoupdate in DAZ that only kicks in with G2, that messes things up?
Seems like that would break 1.0 as well though. And I have updated my G2F regularly to support each new figure and Daz release, so I can't imagine that is the case.

But I don't know jack, so means little. Geografting in 1.0 wasn't perfect by any stretch, but you could reliably get the gens to work. Sadly the creature creator stuff never worked for me which was always a bit depressing.
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sikotik13
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Hmm. Then perhaps there was a brute-forcing method in play in 1.0 that got revised later on. I gathered from random thread browsing that was a lot of the set up for 1.0, just kind of bruteforce something to spit to Octane. Perhaps trying to finesse isn't as effective as shoving something at it forcefully, lol.
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TheJester87
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Hey all. Wondering if anyone else is having slow rendering speed? I have a GTX Titan and working with a scene I get around 1.7 ms/sec compared with the same scene in octane stand alone which is around 10 ms/sec. Im using 2.1 prerelease 5 and Octane Render 2.16, Path tracing kernel, alpha shadows on, coherent ratio off.
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larsmidnatt
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TheJester87 wrote:Hey all. Wondering if anyone else is having slow rendering speed? I have a GTX Titan and working with a scene I get around 1.7 ms/sec compared with the same scene in octane stand alone which is around 10 ms/sec. Im using 2.1 prerelease 5 and Octane Render 2.16, Path tracing kernel, alpha shadows on, coherent ratio off.
Holy cow, that's a huge difference. Maybe I need to test the standalone, I haven't used it in years. Anyone else have data? I'm very interested in hearing the results.
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sikotik13
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How did you convert said scene for the standalone? Through the plugin export options, or manually (like we used to have to)? Shouldn't make a difference, in theory, but would help for accurate comparison of speeds.
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SiliconAya
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I'd say there's something wrong with you're plugin install or something, I've been using standalone on and off from 2.11 through to 2.15 (2.16 is only very minor changes) and there's very little difference between it and OcDS.

I've done manual obj exports from DS and Maya, as well as alembic exports from Maya and all my materials were (re)made by hand in standalone.
gaazsi
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larsmidnatt wrote:
TheJester87 wrote:Hey all. Wondering if anyone else is having slow rendering speed? I have a GTX Titan and working with a scene I get around 1.7 ms/sec compared with the same scene in octane stand alone which is around 10 ms/sec. Im using 2.1 prerelease 5 and Octane Render 2.16, Path tracing kernel, alpha shadows on, coherent ratio off.
Holy cow, that's a huge difference. Maybe I need to test the standalone, I haven't used it in years. Anyone else have data? I'm very interested in hearing the results.
had the same issues as i tested it few weeks ago... standalone with around 20mb/s and plugin with 3-4mb/s
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vortex3d
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How do I get my old mats to work? I'd hate to redo all that work and experimentation :/

DS 4.7.0.12 Pro 64-Bit

Octane material version:
Source: 1.20.3
Dest: 2.15 b4330

Original 1.20.3 SSS mat:
Image

output 1.20.3 SSS mat:
Image


========================================================

Loaded into 2.15 b4330:
Image

output 2.15 b4330:
Image

errors 2.15 b4330:
Image

========================================================
Single GTX TITAN
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sikotik13
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Posting a screenshot of the NGE would both be more concise and probably informative of what pins are unconnected. Most likely (especially if templated), there was a random, blank node created, which is linked to the final output. It is likely a mix material not linked to by anything, and linking from the correct, and still present mix node to the final output should fix your issue. I had this problem on a similarly complex material, so I'm just guessing based on that, as the wall of parameter sliders is far less easy to identify issues in.

The other variation, if the template or diffuse image was linked to multiple nodes, is that some of those links were re-linked to a newly created RGB node, screenshot follows.
NGE.jpg
All that was needed, was re-linking the Diffuse output to the Diffuse input of the two nodes, and the material was restored to normal. I've had both occur separate times of loading the same preset material, so I couldn't tell you which is more probable, but the fix is similar regardless, re-link nodes to their appropriate inputs, and all should be well. It can be tedious, but once fixed, can be copied/pasted to similar materials, you'd just have to change the diffuse and/or bump map to the correct one(s), much like a template.

You may need to smart unfold the solitary mix node you see, if the original material was pretty complex, do this by right-clicking the node and selecting it from the context menu.

Edit: Re-looking at the material in 1.2, it may have something to do with the way it collapses the material. I've never saved this material in 2.15, but the template has been collapsed (not by me), and cannot be unfolded in 1.2, though it still renders correctly. Perhaps something about this collapse process injects substitute nodes when 2.15 attempts to read it, as there are new node types available, and the templates may be incompatible somehow. This is purely speculation on my part, and since the material itself still seems unaffected, I can't quite call it a bug (glitch/unintended effect of adding new node types?). Regardless, the fix above works within 2.15 to restore the material, so I guess this is more of an informational side-note.
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DrHemulen
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TheJester87 wrote:Hey all. Wondering if anyone else is having slow rendering speed? I have a GTX Titan and working with a scene I get around 1.7 ms/sec compared with the same scene in octane stand alone which is around 10 ms/sec. Im using 2.1 prerelease 5 and Octane Render 2.16, Path tracing kernel, alpha shadows on, coherent ratio off.
Yeah, I just had the same thing happen to me, but it seems to be a bug, not a "feature" of the plugin. My scene was rendering fine, I stopped it to fix a few things, and suddenly rendering speed dropped by a factor of 5, as in your case. For me, saving the scene, restarting and reloading cleared it. Next step would probably be to save all items as a scene subset to clear any weid settings.
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