OcDS Setup v2.2 (last Beta)

DAZ Studio Integrated Plugin (Integrated Plugin maintained by OTOY)

Moderator: BK

Forum rules
Please keep character renders sensibly modest, please do not post sexually explicit scenes of characters.
User avatar
linvanchene
Licensed Customer
Posts: 783
Joined: Mon Mar 25, 2013 10:58 pm
Location: Switzerland

Update /Edit:
Before you test anything make sure to create new scenes: :!:

I noticed some unexpected results when loading old scenes and comparing values.
When creating scenes from scratch some of those observations did not happen.

- - -

Update/ Edit 2:
Removed test series based on reloaded old scenes that yield inconsistent results.
- - -



@ Focal Lenght and F stop

Neither the focal lenght nor F stop values match up with a scene exported to the standalone.
The images look exactly identical what may be the most important point.
But the values do not match.

If this confuses you here is some information why that is the case.

- - -

Image test example 2:

To make sure I made another test with a scene created from scratch with the v2.2 beta:


Selected in OcDS
50mm
F1.4
Cart OcDS F50mm Fstop 1.4.jpg
- - -

In the standalone you get

F33mm
F 0.93
Cart OctaneRender standalonoe F33mm Fstop 0.93.jpg
- - -

Image example 3:

To make sure I now used another focal lenght:

Selected in OcDS
100mm
F1.4
sphere F100mm Fstop 1.4.jpg
- - -

In the standalone you get

66mm
F 0.93
sphere F66mm Fstop 0.93.jpg
- - -

Update/Edit:

I wrote t_3 a pm to ask for further information to figure this out.
t_3 explained that DAZ Studio and OctaneRender standalone use a different camera system.
in octane, no matter what parameters you actually use, in the end only 2 parameters finally control crop and dof;
octane uses a point hole camera model, with
- aperture and _horizontal_ fov needed to be set.

daz studio uses a camera model based on (fixed) 36mm film
- with focal length and a _vertical_ fov to be set.
Side Note:
What does this mean in practice?
Only if you render out images in square aspect ratios the values of the two different camera systems will match.
If you render out images at extreme horizontal aspect ratios like 10x1 in DAZ Studio you may see distortions.
If you render out images at extreme vertical aspect ratios like 1x10 in OctaneRender standalone you may see distortions.

Because of that my personal preference is:
To use the native focal lenght of DAZ Studio when rendering images at vertical aspect ratios like 2x3.
To use the native focal lenght of OctaneRender standalone when rendering images at horizontal aspect ratios like 16x9 or 3x2.


This means for images with horizontal aspect ratios as a work around you can input the real world focal lenght values you want to match in OctaneRender standalone and then save that camera as .orbx.
Then in the OcDS plugin you can import that camera to get the "adjusted" focal lenght based on the OR standalone camera system.

Nevertheless this does not necessarily mean that this focal lenght is exactly identical to your real world camera focal lenght but it may match better for horizontal aspect ratios.

I guess it may all come down to a matter of personal preference:


My personal impression was that when rendering out images at 16x9 with 50mm focal lenght in DAZ Studio the images looked too wide angled for my taste.
When I observed that in OctaneRender standalone that 50mm is only 33mm I saw that gut feeling confirmed.
Therefore for 16x9 images my solution is to select a focal lenght of 75mm (74.9999) in DAZ Studio to get the effect that may look similar as a 50mm lens.

An alternative may be to just look at the image and move the slider until you like the result...
If anyone ever finds an exact solution to match real world cameras with either the DS or the OctaneRender camera system please write me a PM...


- - -
Last edited by linvanchene on Tue Jun 16, 2015 2:09 pm, edited 22 times in total.
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
asennov
Licensed Customer
Posts: 93
Joined: Fri Sep 12, 2014 7:02 pm
Location: Smolensk, Russia

Object motion blur doesn't work.

I've setup scene where primitive cube and camera each are moving one to another. Here is the frame where cube is moving across the camera view rendered with different settings for MB:
No MB
No MB
no_mb_00001.png (10.34 KiB) Viewed 4177 times
Object MB
Object MB
o_mb_00001.png (10.93 KiB) Viewed 4177 times
Camera MB
Camera MB
c_mb_00001.png (23.16 KiB) Viewed 4177 times
Full MB
Full MB
full_mb_00001.png (23.13 KiB) Viewed 4177 times
As we see, switching 'Object MB' does nothing, switching 'Camera MB' on makes cube to blur, switching them both on equals to 'Camera MB' while object has it's own movement. So 'Object MB' doesn't work.

In addition, the object motion blur option in SFX dropdown in preview viewport is always disabled and cannot be turned on.

Again, questions arise about the quality of that 'inner circle testing' - motion blur was one of the key features of OR V2 and no one did test it in 6 months?

Another funny thing is new shiny image browser - animation player. It unable to browse or play anything when you have non-default frame name:
Image browser
Image browser
Pressing 'Select' does the same as pressing 'Done' - closes the damned thing. And how to open it without rendering animation?

Also noticed focal distance inconsistances with Studio cameras but linvanchene was quicker to report them :)
Win 7SP1 64bit | i7 3770 | 32Gb RAM | 2x780GTX
asennov
Licensed Customer
Posts: 93
Joined: Fri Sep 12, 2014 7:02 pm
Location: Smolensk, Russia

larsmidnatt wrote: I didn't immediately report it myself because I wanted to see if I could use the new feature, as I see it's purpose. Sometimes things seem off, but turns out I wasn't willing to adapt or I was using it wrong.
From V1.2 I've learned to switch off 'Automatic material update when content loads' in preferences and never, never, never touch it again. Then use 'Create as new material/Blank material' and setup to my heart's liking.

And it's still the best way of doing things :)
Win 7SP1 64bit | i7 3770 | 32Gb RAM | 2x780GTX
Spectralis
Licensed Customer
Posts: 561
Joined: Thu Jun 06, 2013 10:21 pm

It's great that OcDs is now capable of translating textures in a more advanced way but for those of us who don't yet have an understanding of all these extra features then trying to work out why a figure with a straight forward jpg texture isn't importing correctly it's confusing. So I agree that it would really help to be able to switch off these new conversion features and have the basic v1.2 conversion until we're up to speed. I also never use the auto update feature and load/update the materials myself.

On a different but perhaps related subject, I posted in another thread that a vendor at DAZ is releasing PBS shaders for iRAY. They look incredibly realistic. Is it possible to have PBS shaders for OcDS? I mention this in relation to linvanchene's side note about the difference between using displacement and normal maps in physically based render engines.
ASUS Maximus VI Extreme, i7 3770k, 32GB RAM, 4 x GTX760 4GB, Win 8.1 x64.
asennov
Licensed Customer
Posts: 93
Joined: Fri Sep 12, 2014 7:02 pm
Location: Smolensk, Russia

Is it me or this ... emm... stuff is cloning itself faster in new version?
Cloned environments
Cloned environments
Worked with just two scenes before this, both were from the scratch (but I switched between them several times, maybe that's why...). How can there be 10 default daylight environments now? Isn't it supposed to be only one default something?

And this is fresh new (Ctrl-N) scene. Who would need all this in new scene after all?

The same thing with render settings.
Win 7SP1 64bit | i7 3770 | 32Gb RAM | 2x780GTX
asennov
Licensed Customer
Posts: 93
Joined: Fri Sep 12, 2014 7:02 pm
Location: Smolensk, Russia

So, I've tried to render animation slightly more complex that a bunch of cubes. Actually, not so complex - just 3 G2 figures, building, some grass and rubble.

Know what? All old friends are here: missing or wrong first frame (if your Studio scrubber is on different frame than you specified as first one of animation), endless freeze (1.2 used to show black window, now we have something fancier) just after you hit 'Start animation':
Animation frozen
Animation frozen
The progress bounces but nothing happens, CPU and GPU are idle (frame-by-frame preview renders were OK). If you try to 'Stop animation render' the window pops up asking 'End animation render?' and after you hitting 'Yes'... nothing happens, you may try to 'Stop...' again, and again, and again... Then get to Task Manager and fire your Studio, it's the only way out.

Do anybody know what those dials on the left side are supposed to do? For me they're just doing nothing.

Well, I've fed up of this shit!
Win 7SP1 64bit | i7 3770 | 32Gb RAM | 2x780GTX
User avatar
itou31
Licensed Customer
Posts: 377
Joined: Tue Jan 22, 2013 8:43 am

Hi everyone,

I have some strange bug : sometime, when open viewport, I get a rendering zone of 4x4. Only issue with camera view. When I switch to render viewport, it's ok.
After this happen, I don't know how to get this work again. Even when changing camera parameters and render resolution. I get always 4x4 rendering. Even by switching render size (button).
reload/restart daz, don't do anything with this scene.
Help !

Edit : Ok, get it, I have to remove too many render settings duplicated... and it works.
I7-3930K 64Go RAM Win8.1pro , main 3 titans + 780Ti
Xeon 2696V3 64Go RAM Win8.1/win10/win7, 2x 1080Ti + 3x 980Ti + 2x Titan Black
User avatar
Sorel
Licensed Customer
Posts: 258
Joined: Tue Feb 25, 2014 5:22 pm

Spectralis wrote:On a different but perhaps related subject, I posted in another thread that a vendor at DAZ is releasing PBS shaders for iRAY. They look incredibly realistic. Is it possible to have PBS shaders for OcDS? I mention this in relation to linvanchene's side note about the difference between using displacement and normal maps in physically based render engines.
Spectralis, PBS is physically based shaders. Iray, Lux, and Octane are pbr renders, so the answer is yes, you can make pbr in octane. The only difference between these renders is how you have to setup the materials. Iray and Octane have different ways of setting shaders up but are capable of obtaining the exact same images when all materials are set up correctly. Catherina (mec4D) has been doing what she does for a long time and studies all of these things extensively (and works pretty quickly). All you need is research to figure out how to set up things to be physically based.
User avatar
Hydra
Licensed Customer
Posts: 263
Joined: Mon Jan 12, 2015 5:36 pm

Folks... post some successes with it.

I have noticed that cameras seem odd in old scenes. The UI has been slick with NGE editing. I suppose its time to dig deeper with geografts.
Attachments
Security is not always behind the door.
Security is not always behind the door.
-----------------
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.
abayliss
Licensed Customer
Posts: 58
Joined: Thu Nov 13, 2014 4:45 am

So far I've had a pretty positive experience with 2.2, however I'm seeing an issue when the transparent part of an object with transparency maps collides with another object, specifically hair scalp surfaces with transparency maps colliding with the face and head of figures.

On a separate note, I've also noticed that the render screen is reporting the temperature of the wrong video card, e.g. when I render with Card #1 it reports the temperature of Card #2 and vice versa.
Attachments
octane render issue.jpg
Windows 10 Pro 64bit, i7-8700 3.2 GHz, 64GB RAM
2 x RTX 2080ti
Post Reply

Return to “DAZ Studio”