OcDS 2.1 PRE RELEASE 5th

DAZ Studio Integrated Plugin (Integrated Plugin maintained by OTOY)

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DrHemulen
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t_3 wrote:of course... a monthly or even weekly "working on xxx" should be doubtless possible, not matter what else is going on. to me it still feels pointless (a bot could do that), except it was for presenting and discussing news and stuff - and there it gets timely. do i really need to write down that "i'm still working on it" to make everybody believe that this is what happens?
It would make a world of difference. This is an internet forum, speculation and rumours run out control crazy fast. At least it would give us something concrete to speculate about, instead of making huge stories of every little thing that happens because people are starved for info :)

Things like "maybe he's working on 5 other plugins and doing nothing on OcDS" could maybe be avoided.
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garand3d
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What SSS did you use for Octane? Its not a native implementation.
This is my "guerilla" skin mat recipe to simulate SSS. I don't use any fancy skin mat from liveDB or anywhere else, just the default, I just switch it from diffuse or glossy to mix material.

The setting shown on the screen cap is the set-up for the limbs. I use the same numerical values for all other surfaces except of course you plug the proper diffuse map for that particular surface in the Transmission’s RGB image channel (e.g. face for face, torso for torso, torso for hip, etc). Apart from playing with the roughness and bump values, I usually leave everything else untouched.

If I want to be really accurate with my SSS, instead of having the Transmission power as all red RGB color, I would pipe in red and black SSS map to it as RGB image to drive how strong and where I want to see the SSS effect.

But I find this lazy set-up works well for most situations, even for close-ups. Octane’s scattering calculation does a decent job such as on the ears, nose and fingers.

As a personal preference, I like my SSS to be subtle, but if a situation requires it to be stronger I can always make adjustments by playing with the scattering value.
Attachments
Zoom in to see the SSS effects on the ears and nose in particular.
Zoom in to see the SSS effects on the ears and nose in particular.
Transmission and Scattering for the "limbs".
Transmission and Scattering for the "limbs".
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Hydra
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garand3d wrote:
What SSS did you use for Octane? Its not a native implementation.
This is my "guerilla" skin mat recipe to simulate SSS. I don't use any fancy skin mat from liveDB or anywhere else, just the default, I just switch it from diffuse or glossy to mix material.

The setting shown on the screen cap is the set-up for the limbs. I use the same numerical values for all other surfaces except of course you plug the proper diffuse map for that particular surface in the Transmission’s RGB image channel (e.g. face for face, torso for torso, torso for hip, etc). Apart from playing with the roughness and bump values, I usually leave everything else untouched.

If I want to be really accurate with my SSS, instead of having the Transmission power as all red RGB color, I would pipe in red and black SSS map to it as RGB image to drive how strong and where I want to see the SSS effect.

But I find this lazy set-up works well for most situations, even for close-ups. Octane’s scattering calculation does a decent job such as on the ears, nose and fingers.

As a personal preference, I like my SSS to be subtle, but if a situation requires it to be stronger I can always make adjustments by playing with the scattering value.
I'm going to try that...
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cyprine
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so... http://home.otoy.com/otoy-unveils-octan ... -renderer/
not to seem to want to rush anything but...
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Hydra
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cyprine wrote:so... http://home.otoy.com/otoy-unveils-octan ... -renderer/
not to seem to want to rush anything but...
The question is how much of that will translate to the Daz plug in. AMD GPU support for sure, especially since Daz just gave them the finger.

But I'd be keen to know if I could import 3rd party Hollywood textures. (Not that we're prime market for that.)

I'm also keen to know what we can do with the particle volumes.
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larsmidnatt
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wow.... Some of that is well beyond anything I would ever care about, but a few pieces of it sound promising even for hobbyist like myself.
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t_3
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Hydra wrote:
cyprine wrote:so... http://home.otoy.com/otoy-unveils-octan ... -renderer/
not to seem to want to rush anything but...
The question is how much of that will translate to the Daz plug in. AMD GPU support for sure, especially since Daz just gave them the finger.

But I'd be keen to know if I could import 3rd party Hollywood textures. (Not that we're prime market for that.)

I'm also keen to know what we can do with the particle volumes.
without indepth knowledge of the implementation details i'd say:

- volumetric rendering... i expect it to work without particular point cloud input (since open vbd is also just an additional input option), so together with procedural displacement there should be lots of possibilities - also with studio; this probably also includes volumetric lighting (i see lots of god rays coming).

- open shader language, as it's just an input type

- open cl with amd and cpu acceleration and out-of-core geometry by nature.

- infinite geometry size of course (for those who need more than the current 19 m tris)

... most of which should not require all that much additional work to integrate into plugins.

pause and resume to/from disk should be also no problem - it's most probably the easiest way to use the standalone as "offsite" renderer together with plugin-created content...
The obvious is that which is never seen until someone expresses it simply

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Spectralis
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Volumetric rendering sounds great. But, after reading the list of new features in v3, which ones might benefit us DS users?

Is this release going to bring some cross compatibility between OR plugins? What would be great is to be able to create a scene in DS and then export it to Lightwave (C4D etc.) to edit further and then render with ORLW plugin or the OR standalone. Will the OBRX media format allow this level of compatibility?
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Hydra
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Spectralis wrote:Volumetric rendering sounds great. But, after reading the list of new features in v3, which ones might benefit us DS users?

Is this release going to bring some cross compatibility between OR plugins? What would be great is to be able to create a scene in DS and then export it to Lightwave (C4D etc.) to edit further and then render with ORLW plugin or the OR standalone. Will the OBRX media format allow this level of compatibility?
I'll keep paying for updates as long as t_3 keeps it working with Daz.

At this point, most new features are likely to push us out of Daz (i.e. get textures from other sources). I'm kinda there now, but I can't afford much in terms of other software. I'm eying things like Substance Designer, and doing more work with materials.

I'm also jealous of Hair since I'm pretty much stuck with typical mesh hair, some of which truly sucks. Those poser guys do have some impressive hair.

Maybe t_3 could partner up with Garibaldi and or LAMH to import as Octane Hair?


[Keep in mind that nVidia also just gave away physX, so if Daz wants to get their butt in gear and integrate that in, I'd be happy.]
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larsmidnatt
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Hydra wrote: Maybe t_3 could partner up with Garibaldi and or LAMH to import as Octane Hair?
This was brought up years ago and t_3 and AM both brought it up in different forums. From what I gathered they did talk to each other but with so much going on, tough to find time/resources/testers.
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