OcDS Setup v2.2 (last Beta)

DAZ Studio Integrated Plugin (Integrated Plugin maintained by OTOY)

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Notiusweb
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With a theoretic V3, I think one superficial advancement would be using the new material paradigms that were showcased as upcoming features of OR3, such as cloud textures or orbx file textures?
I could imagine a model wearing a cloud gown, or some type of new OR3 particle gown, or in an animation, having her gown be playing an orbx video file (as the texture, I think this was one of the features which would be made available by Orbx, use of video and music as textures...). Like if she had a bikini, that would be playing splashing waves. Or, make her skin be changing colors, per a video, as the skin texture. I think in Daz this could be very interesting, and if working properly, would be something not be currently capable by Iray. This would make OcDS a very unique tool, maybe with what I am saying, more in terms of video animations.

Disclaimer - I have no knowledge of DS, just Nintendo 3DS. And I have no knowledge of unbiased rendering either. I only have knowledge of rendering with extreme bias and intolerance :P
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larsmidnatt
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Notiusweb wrote: Disclaimer - I have no knowledge of DS, just Nintendo 3DS. And I have no knowledge of unbiased rendering either. I only have knowledge of rendering with extreme bias and intolerance :P
Too funny!
Spectralis wrote: Surely someone with a lot more knowledge about DS and unbiased rendering would be able to explain?
I am sure we may be better suited to do that in a few months, right now it's too speculative IMO. One of the features in V3 isn't even something used in the standalone and more of a plugin for Unity and Unreal. It's less about unbiased rendering, more about workflow and what features mesh with the host software. The OpenCL support mentioned, I think is less software specific, but until they post finalized performance in that area I think it would be a bad idea to speculate too much on how that would work.

So in a few months, we all may be a lot wiser. I just think too much speculation might be bad...

FOr example this one line
OpenCL support: OctaneRender 3 will support the broadest range of processors possible using OpenCL to run on Intel CPUs with support for out-of-core geometry, OpenCL FPGAs and ASICs, and AMD GPUs.
I have had people telling me they will now build an AMD based rendering solution for Octane that will beat a box full of Nvidia....Too soon to say stuff like that. So I think waiting will be best. Then people can speak with evidence.
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bepeg4d
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hi,
there will be a lot useful features when v3 SDK will be realized, for example, beside to OpenCL, the out-of-core-geometry will finally eliminate the polygons count limitation.
But as already pointed out by larsmidnatt and other users, it is absolutely to early to speak about features that are not currently be realized, we can only speculate :)
Let's leave the Otoy team to work on the new version, and concentrate ourself on how to get the best from what we currently have ;)
ciao beppe
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Notiusweb
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Otoy did comment in another post about a projected timeline, it was exciting to see!:

http://render.otoy.com/forum/viewtopic. ... 5&start=10
Re: Octane 3 release date?
Postby Goldorak » Sat Jul 11, 2015 2:23 am
We're aiming for a pre-pre-alpha test release sometime in the next 4-6 weeks. Things can change, but that time frame is likely to hold.
6 Weeks would be August 22. I can't wait to try it!!! Even if doubly pre-alpha'd :D
Re: OcDS Setup v2.2 (last Beta)
Post by bepeg4d » Fri Jul 31, 2015 10:01 am
Let's leave the Otoy team to work on the new version, and concentrate ourself on how to get the best from what we currently have ;)
Hi bepeg4d, as a plugin developer do you think that t_3 will be able to update the plugin such that it would resolve the below issues in our list?
What can we as a user base do to assist the product in moving forward? Please let us know if Otoy has any other helpful channels for us (ie contacts, development team, trouble shooting team, etc.)
Appreciate your insights so much! Thx!

FORUM LIST FOR OcDS V2.2FORUM LIST FOR OcDS V2.2

ISSUES:
(1) Materials Conversion - problems converting materials from Daz to OcDS (Iray materials not supported, materials not converting, mesh collision causing blotches, issues related to creation of 'Mix Material', etc.)
(2) Plugin Stall - upon repeated selection/use of materials in OcDS, or when selecting 'Reload'>'Rebuild Scene' tab, sometimes plugin no longer functions, grayed out...cannot create 'New' scene in Daz, can only load 'Recent' or close down
(3) Mouse sometimes maintains priority of focus, even when it shouldn't (such as when typing information in a text field), and may lose it when it shouldn't (not actively switching to whichever section of DS is currently being moused over while not entering text). This can lead to errant interactions with both OcDS plugin and Daz UI
(4) Drop-Down Defaults to 'None' - sometimes when using a node drop-down, and you select something other than 'None", it sets itself as 'None" requiring a second drop-down entry (then it works....)
(5) Camera Motion Blur
- HDR background has no camera motion blur at all
- When the camera is rotating no camera motion blur is created
(6) Object Motion Blur
(7) Export of Male Gens Hip Textures from plugin to full Octane not working.
(8) Network rendering does not work if the Master node has more than one network card present and active.
(9) Adding a keyframe to the White point element in the Rendersettings tab results in an instant CTD with no error message.
(10) Different Names for Projection Modes in OcDS and OR standalone.
What is called Mesh UV projection in OctaneRender standalone is called UVW projection in the OcDS plugin.
What is called XYZ to UVW Projection in OctaneRender standalone is called linear projection in the OcDS plugin.

WORKAROUNDS:
(1) Unwanted Pixelated ‘Toonish’ Textures – Occurs because material parameter for Normal Map is set to "2" by auto-material. Set it to “0”
(2) Iray Eye Texture gives solid white eyes in OcDS - right click and select 'Eye Moisture' material, set Opacity for this material to "0"
(3) DOF - can change the settings in DAZ but there's no effect in Octane even after re-loading the scene - selecting a camera view should fix your problem.
(4) Octane doesn't save the applied materials, you have to load and apply them every time you open a scene - check your preferences in octane, make sure to read/save .duf. Also, you can save your octane mats as presets (and even templates) to save some time.

FEATURE REQUESTS:
(1) Highlight empty Image Fields in bright red, as well as the materials in the Octane Material List. If something got left out or lost in a scene would make it easier to see when something is missing. (i.e. - Recent Normal Map issues, and issues like when building a character skin with different face/lip maps ,the lips will have missing Spec or even Bump maps.)
(2) Add Out of Core support to network render Slave nodes.
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bepeg4d
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hi,
since I am not directly involved in the plugin development, I can't speak for t_3. I'm here for customer support trying to help with the Octane's workflow. Having said that, i must point out that probably is difficult for a customer understand how much effort there is under the hood. t_3 has made an incredible work for offering a lot of useful shortcuts to the OcDS users that are not present in any other integrated plugin. The more I use it the more I discover interesting features ;)
So let's continue updating the list in order to help t_3 to get track of all the issues, for example we have to add the missing of the panoramic camera node, I think :roll:
ciao beppe
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larsmidnatt
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bepeg4d wrote:hi,
for example we have to add the missing of the panoramic camera node, I think :roll:
That would be a good one to add to the list.
t_3 has made an incredible work for offering a lot of useful shortcuts to the OcDS users that are not present in any other integrated plugin.
I certainly recognized this after I visited the other plugin forums to see what they had and were talking about. The Daz plugin is incredibly ambitious. It's just the silence that tends to send us into spirals...
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Notiusweb
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Okay thanks for your thoughts! I wonder if the plugin developers know or interact with each other in bettering their product, or is it a competitive field? Ie, Daz vs C4D vs 3DS Max vs Sketchup... Which plugin is known as the flagship plugin?

Anyway, this much is true, we do have the list in full view so that anyone can see where the Daz plugin stands with its users.
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kraken
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Wow! There actually is progress. Trying to run my first animation. Anyone getting this error message?
"Cannot save a frame 11 times".

Nothing crashes, it just stops rendering. Then you have to press the "Start Animation" button again. Then in 11 frames the error appears. Rinse and repeat.


Thanks

Its looking good.
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Notiusweb
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Kraken, I recently did an animation and did not receive this error, but I used to get weird phenomenon like this with the 1.x versions as far as crashing, error messages, etc. Maybe upload a screen shot of the animation settings pane, so we could see the settings you are using, that way someone can help you troubleshoot. I never saw anyone else post about that error myself.

BTW- Otoy has a limit of 12 GPUs, 11 frames...what's next...10 rants? And also the

***Please note - rest of user's post was deleted as it exceeded the 10 complaint maximum
-OTOY
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Spectralis
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I've been using the latest build for animation and so far not encountered any problems. One thing I noticed about v1.2 was that it didn't like older systems. Perhaps the same applies to v2? I think the problem I had with my older system was that it couldn't keep up with the level of information being shunted around even though I was using a GTX 780 with it. Once I transferred the animation to my newer system, v1.2 seemed to render animation fine. v2 doesn't have problems on this newer system either. So the error message could be related to the age/power of the computer system and its ability to keep up with the exchange of data. If that's not relevant I'm not sure what the error message is related to and probably requires a little help from t_3.
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