It's not the precision that's the issue, but the ability to type anything at all. I have the plugin window docked. I right click on a material from OcDS viewport to open NGE and then try to type specific values for, let's say, secular strength or roughness. I can put the cursor in the box, but nothing will type. It's not a NUMLOCK thing. Or, let's say I want to filter LDB for wood materials. I put cursor in LDB search box, type W, but camera (whether in perspective view or not) zooms. No text in LDB text filter box. It's very strange.swipswap wrote:How precise are you trying to be? The manual doesn't say how precise float values are but the standalone interface shows 7 digit precision (1000.000). Haven't had an issue yet with typing in values or filtering the Live DB.thongology wrote:Anyone else having trouble typing exact values into the NGE? Or the LDB when searching for a material? More often than not I am unable to type exact values; only the sliders work.roeland [url]http://render.otoy.com/forum/viewtopic.php?f=73&t=42750&p=214585#p214585[/url] wrote:The scale value on the X and Z axes don't matter much as long as it's larger than your scene. On the Y axis it can't be too large, since floating point calculations only have about 7 digits of precision.
OcDS Setup v2.2 (last Beta)
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- thongology
- Posts: 26
- Joined: Tue Aug 12, 2014 4:11 am
EVGA Z97 Classified| 4790K @ 4.7 ghz| 32GB RAM | 2 x Titan X | Windows 8.1 Pro | GeForce Driver 365.19
- thongology
- Posts: 26
- Joined: Tue Aug 12, 2014 4:11 am
This sounds like exactly the problem. Mouse focus is being stolen by some UI element, but not being given back when the mouse is moved into a different UI element.t_3 wrote:what happens? does the input field go out of focus, so that the value is reverted?thongology wrote:Anyone else having trouble typing exact values into the NGE? Or the LDB when searching for a material? More often than not I am unable to type exact values; only the sliders work.
this could happen when the mouse is moved away, and another ui-element captures the mouse focus - this would trigger esc/input-undo on the last active input field.
i was able to force such a behavior by moving the mouse around a bit (after clicking into an input field), and at some point it went inactive - what it actually shouldn't do. if it's that, there should be a fix - once i found out what other element(s) may steal mouse focus but should not.
EVGA Z97 Classified| 4790K @ 4.7 ghz| 32GB RAM | 2 x Titan X | Windows 8.1 Pro | GeForce Driver 365.19
- Spectralis
- Posts: 561
- Joined: Thu Jun 06, 2013 10:21 pm
This is great news! Thanks t_3. Will test when I get home. Anyone tried rendering animation yet?
ASUS Maximus VI Extreme, i7 3770k, 32GB RAM, 4 x GTX760 4GB, Win 8.1 x64.
- larsmidnatt
- Posts: 499
- Joined: Tue Sep 25, 2012 12:28 pm
Spectralis wrote:This is great news! Thanks t_3. Will test when I get home. Anyone tried rendering animation yet?
Veneris wrote:The animation works wonderfully, T_3 I invite you to eat some Tacos. Here in México.
Win10 x64
i9 10900k 64GB
2080S 8GB
DS 4.15 OcDS Prime ^_^
i9 10900k 64GB
2080S 8GB
DS 4.15 OcDS Prime ^_^
Ok, I have tested it a bit, so my first impressions:
And here is how BasicGL render it: So I can clearly see all that months of 'testing in real world scenarios'. Maybe they have to test it some more?
Any good news? It didn't crash.
Conclusion? I'll play some more with it to see if something usefull can still be pulled out of this, especially in motion blur department but my project will stay using iray.
- Inputs work now completely different from Studio - must press Enter after typing anything into input boxes to actually change the value, plus keyboard input conflicts with Studio's Keyboard navigation (Shift-K helps, or uncheck the 'keyboard in circle' button on the Studio toolbar) - sometimes focus gets stolen by Studio especially when you press one of WSAD buttons.
- Doesn't pick up environment when loading old .duf, materials seems OK but this needs more tests, especially when materials use graphs. Environments saved as presets in prev version do not work either, so just set default daylight without any tweaking.
- Nasty habit of freesing when loading scene, when building geometry, when preparing for final rendering. Cool devs spit on multithreading, don't they?
- Even more nasty habit of hiding the viewport window while render is in progress. Render doesn't stop just viewport becomes invisible. Hitting 'Open viewport' may or may not restore it, sometimes it gets restored by just clicking anywhere on Studio window (or that's because render has finished?)
- Do my eyes betray me or we're seeing something very familiar in the following animation frame?
And here is how BasicGL render it: So I can clearly see all that months of 'testing in real world scenarios'. Maybe they have to test it some more?
Any good news? It didn't crash.
Conclusion? I'll play some more with it to see if something usefull can still be pulled out of this, especially in motion blur department but my project will stay using iray.
Win 7SP1 64bit | i7 3770 | 32Gb RAM | 2x780GTX
Some followups:
I've noticed many messages 'cannot connect pin to something' in plugin's log - probably that explain why girls is too white. She was using simple SSS material and that seems to not be imported correctly. So I was a little hasty saying that materials from old .dufs are working OK.
So, am I supposed to restore all non-trivial materials in more than a hundred shots? No way.
I've noticed many messages 'cannot connect pin to something' in plugin's log - probably that explain why girls is too white. She was using simple SSS material and that seems to not be imported correctly. So I was a little hasty saying that materials from old .dufs are working OK.
So, am I supposed to restore all non-trivial materials in more than a hundred shots? No way.
Win 7SP1 64bit | i7 3770 | 32Gb RAM | 2x780GTX
I was noticing weird texture variations from face to head/torso. I'm not sure what causes it. I also noticed that this plug-in is working much harder at interpreting default Daz shaders than before. Nothing acted up yet, and I will continue playing with this. Geografting is working flawlessly near as I can tell. Oh and finally out of core textures are in the plug in.
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Intel i7-4790K, Asus Z97-A, Corsair 32GB DDR3 1866MHz CL9, 2XAsus STRIX GTX980 DirectCU II OC 4GB, 4XSamsung 840 EVO Raid 10, Win 7 x64 Pro.
Intel i7-4790K, Asus Z97-A, Corsair 32GB DDR3 1866MHz CL9, 2XAsus STRIX GTX980 DirectCU II OC 4GB, 4XSamsung 840 EVO Raid 10, Win 7 x64 Pro.
Are the geoshells on the character? Remember to hide all unnecessary geoshell surfaces, especially if you're just now adding geocrafts. Otherwise, did you try saving and reopening the file? Also keep a look out for missing textures from image nodes.asennov wrote:Ain't girls hands pure white?.
I believe locking DAZ is to prevent race conditions between DAZ studio and the plugin.asennov wrote:Nasty habit of freesing when loading scene, when building geometry, when preparing for final rendering. Cool devs spit on multithreading, don't they?
Have you tried hitting reload at bottom of viewport? Also verify the mesh is high resolution and try changing the subdivision to see if it updates the scene correctly.asennov wrote:Base mesh instead of subdivided?
I've had this message also, but didn't notice ill effects.asennov wrote:I've noticed many messages 'cannot connect pin to something' in plugin's