I have this exact same problem, and likewise, only restarting DS seems to fix it.vortex3d wrote:kibbycabbit wrote:Try click PAUSE and close Viewpoint and resume whenever you need to use it? Perhaps it is one of plugin developer's to-do list.vortex3d wrote:The plugin seems to continues to behave as if LIVE is ON when is OFF.
This occurs when the viewport opens, lagging the movement of joints as it probably tries to update the geometry in OcDS.
Closing the viewport or resetting the plugin doesn't stop it. It only stops by restarting DS.
All settings are default.
Am I doing something wrong, and is anyone else getting this?
Thanks assent! ... asenoov! (Edited: auto-corrected... >.<)asennov wrote:Nice shot
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That didn't do the trick. Once this happens, it's stays until I restart DS.
OcDS Setup v2.2 (last Beta)
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- thongology
- Posts: 26
- Joined: Tue Aug 12, 2014 4:11 am
In 4.8, zeroing the figure from parameters tab causes the figure to disappear from OcDS viewport. So far I've been unable to get it to reappear, including by rebuilding the scene. Only tried this with genesis and genesis 2. Zeroing the shape does not have this effect, nor does zeroing the pose. Only zeroing the figure. Not a big deal necessarily but it's there. Anyone else able to reproduce this?
EVGA Z97 Classified| 4790K @ 4.7 ghz| 32GB RAM | 2 x Titan X | Windows 8.1 Pro | GeForce Driver 365.19
I remember that in older versions of studio zeroing figure messed up Erc lnks, maybe this has resurrected? I only use 'Zero pose' from time to time and it doesn't any harmthongology wrote:In 4.8, zeroing the figure from parameters tab causes the figure to disappear from OcDS viewport.

Win 7SP1 64bit | i7 3770 | 32Gb RAM | 2x780GTX
I'm also getting a lot of crashen when trying to save a scene or even just renders... and the auto save gives error messages.
Anyone else having this issue?
Anyone else having this issue?
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Hello! I am seeing a strange texture issue when rendering certain characters through the current OcDS plugin. Almost looks like a 'Cartoon Shader'
The following characters from L to R are Zahara 6, Mei Lin 6, Belle 6....Look at the difference in textures for the L and R models between each rendering utility (1) OcDS Plugin 2.23, vs (2) IRay, vs (3) Octane Render Standalone 2.23
(1) OcDS 2.23 (2) Daz 4.8 IRay (3) Octane Render Standalone 2.23
Interestingly, Mei Lin 6 (in the center) comes out clean in each render. But the other 2 on L and R look pixelated and toon-textured.
Sample rate same on each, I used default sun and sky environment on each...I did not tweak any texture settings between the 3.
To developer, or anyone, any ideas what may be causing this in the plugin...Thanks!
The following characters from L to R are Zahara 6, Mei Lin 6, Belle 6....Look at the difference in textures for the L and R models between each rendering utility (1) OcDS Plugin 2.23, vs (2) IRay, vs (3) Octane Render Standalone 2.23
(1) OcDS 2.23 (2) Daz 4.8 IRay (3) Octane Render Standalone 2.23
Interestingly, Mei Lin 6 (in the center) comes out clean in each render. But the other 2 on L and R look pixelated and toon-textured.
Sample rate same on each, I used default sun and sky environment on each...I did not tweak any texture settings between the 3.
To developer, or anyone, any ideas what may be causing this in the plugin...Thanks!
Win 10 Pro 64, Xeon E5-2687W v2 (8x 3.40GHz), G.Skill 64 GB DDR3-2400, ASRock X79 Extreme 11
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
Hi Notiusweb,
It's because you have too many TitanZ, so to much power to render some single figure !
Seriously, it's because what we talk already somewhere in this thread : material mix (SSS conversion, etc ...)
Look at the amount diffuse for bell for ex : it's even at 0.4, on other figure it's 0.87. if you slide it to 1, the it's ok like before.
It's because you have too many TitanZ, so to much power to render some single figure !

Seriously, it's because what we talk already somewhere in this thread : material mix (SSS conversion, etc ...)
Look at the amount diffuse for bell for ex : it's even at 0.4, on other figure it's 0.87. if you slide it to 1, the it's ok like before.
I7-3930K 64Go RAM Win8.1pro , main 3 titans + 780Ti
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- Spectralis
- Posts: 561
- Joined: Thu Jun 06, 2013 10:21 pm
This question keeps coming up so it seems like a general problem. The solution (at this point in time) is to check that the skin material "amount" is set to 1 and not 0.85. For some reason OcDS is converting the textures of certain figures so that the amount is less than 1. The consensus is that the conversion method now addresses more material parameters but this improved complexity isn't always as accurate as in the past. But itou31 has a point, if you gave your TitanZ's to us then this problem would go away.Notiusweb wrote:Hello! I am seeing a strange texture issue when rendering certain characters through the current OcDS plugin. Almost looks like a 'Cartoon Shader'
The following characters from L to R are Zahara 6, Mei Lin 6, Belle 6....Look at the difference in textures for the L and R models between each rendering utility (1) OcDS Plugin 2.23, vs (2) IRay, vs (3) Octane Render Standalone 2.23
(1) OcDS 2.23 (2) Daz 4.8 IRay (3) Octane Render Standalone 2.23
Interestingly, Mei Lin 6 (in the center) comes out clean in each render. But the other 2 on L and R look pixelated and toon-textured.
Sample rate same on each, I used default sun and sky environment on each...I did not tweak any texture settings between the 3.
To developer, or anyone, any ideas what may be causing this in the plugin...Thanks!
ASUS Maximus VI Extreme, i7 3770k, 32GB RAM, 4 x GTX760 4GB, Win 8.1 x64.
Thank you both, itou13 and Spectralis. I will be happy to play with that skin parameter!
Ironically, those images were produced just using Titan X, without the Z's. So I'll give you my X to make the problem go away. Kind of like Fast and Furious, or Need for Speed, where you street race and then whoever wins gets the other person's car. Except here you win the other person's cards....Okay, back to OcDS
Ironically, those images were produced just using Titan X, without the Z's. So I'll give you my X to make the problem go away. Kind of like Fast and Furious, or Need for Speed, where you street race and then whoever wins gets the other person's car. Except here you win the other person's cards....Okay, back to OcDS
Win 10 Pro 64, Xeon E5-2687W v2 (8x 3.40GHz), G.Skill 64 GB DDR3-2400, ASRock X79 Extreme 11
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
Have come across a problem with animation. When using a texture emitter the animation doesn't seem to read the power (watts) value correctly.
Here's the single frame render...
and this is the animation frame render.
And these are the emitter values.
Here's the single frame render...
and this is the animation frame render.
And these are the emitter values.
Spectralis wrote:This question keeps coming up so it seems like a general problem. The solution (at this point in time) is to check that the skin material "amount" is set to 1 and not 0.85. For some reason OcDS is converting the textures of certain figures so that the amount is less than 1. The consensus is that the conversion method now addresses more material parameters but this improved complexity isn't always as accurate as in the past. But itou31 has a point, if you gave your TitanZ's to us then this problem would go away.Notiusweb wrote:Hello! I am seeing a strange texture issue when rendering certain characters through the current OcDS plugin. Almost looks like a 'Cartoon Shader'
The following characters from L to R are Zahara 6, Mei Lin 6, Belle 6....Look at the difference in textures for the L and R models between each rendering utility (1) OcDS Plugin 2.23, vs (2) IRay, vs (3) Octane Render Standalone 2.23
(1) OcDS 2.23 (2) Daz 4.8 IRay (3) Octane Render Standalone 2.23
Interestingly, Mei Lin 6 (in the center) comes out clean in each render. But the other 2 on L and R look pixelated and toon-textured.
Sample rate same on each, I used default sun and sky environment on each...I did not tweak any texture settings between the 3.
To developer, or anyone, any ideas what may be causing this in the plugin...Thanks!
This is not not correct. It helps to set the diffuse from 0.85 to 1 sometimes. But not everytimes AND as Silicon Aya already mentioned it means that OCDS is no longer "mixing" then because it has one material at 100% then.
The real error is in the conversion of the normal map of the second material.
i described it here with screenshot.
Just set the normal map to "NONE" and all is fine.
http://render.otoy.com/forum/viewtopic. ... 60#p238809
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