Losing Material Scene surfaces

DAZ Studio Integrated Plugin (Integrated Plugin maintained by OTOY)

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Jools
Licensed Customer
Posts: 24
Joined: Sun Sep 01, 2013 11:55 am

shadowgenic wrote:
How to fix
1. Save your presets without "Compress File(s)".
2. Open file with notepad.exe or other text editor.
3. Search section "name" : "OctaneRender_data"
4. Delete or rename all of them.
Easily way is to replace all "OctaneRender_data" to "OctaneRender_data_bak"
Thanks for this. I'm doing a scene with 64 icecubes and it's actually rendering now. Does this work with instancing too?
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t_3
Posts: 2871
Joined: Tue Jul 05, 2011 5:37 pm

Jools wrote:Thanks for this. I'm doing a scene with 64 icecubes and it's actually rendering now. Does this work with instancing too?
initial support for instancing in studio will come with the next update. initial means it'll support what studio is able to do with instances; i.e. mapping different materials onto instances is not possible in studio, but as you can do this in octane, it will also come at a later point...
The obvious is that which is never seen until someone expresses it simply

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Jools
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Joined: Sun Sep 01, 2013 11:55 am

t_3 wrote:
Jools wrote:Thanks for this. I'm doing a scene with 64 icecubes and it's actually rendering now. Does this work with instancing too?
initial support for instancing in studio will come with the next update. initial means it'll support what studio is able to do with instances; i.e. mapping different materials onto instances is not possible in studio, but as you can do this in octane, it will also come at a later point...
Thank you, T3. Support for DS instancing would be nice, because afaik it's the only way to create multiple object copies with a few clicks. Being able to 'see' the instanced objects and assign materials to them in Octane is more than fine for me. I've gotten in the habit of doing all my texturing through Octane anyway. :)
proma8
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Opening an existing scene everything looks great... but when scrubbing the animation timeline all scene materials constantly changing in every animation frame.

Scene includes Genesis figures and an architectural structure. The structure is the one going crazy with the materials.

What do i do?

Thanks,
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t_3
Posts: 2871
Joined: Tue Jul 05, 2011 5:37 pm

proma8 wrote:Opening an existing scene everything looks great... but when scrubbing the animation timeline all scene materials constantly changing in every animation frame.

Scene includes Genesis figures and an architectural structure. The structure is the one going crazy with the materials.

What do i do?

Thanks,
that sounds pretty strange - is there any script is the scene that animates daz shaders?

what might help is to untick the auto material creation in the preferences tab and create new mats only on demand, either using the "create missing" button, or by right click 1-n daz surfaces in the plugin material tab and create new auto/blank mats..
The obvious is that which is never seen until someone expresses it simply

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RafaLL92
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Posts: 8
Joined: Tue Mar 12, 2013 1:02 am

Hey! I *think* I have a similar problem, and I need help!
It occured to me when I wanted to duplicate an object in a scene: I created a separate .duf scene file with just that object (a custom obj model of a TV set) and merged it with the main scene. After I did that, I am only able to control the materials of one of the TVs (the new, merged one, to be precise). The TV that was previously in the scene is nowhere to be found in octane render materials and objects list.

The "Open Octane material" and "Select a surface/material" tools in the octane viewport do not open the corresponding material when used. I can, however, see the corresponding material name when I hover the mouse in "Select a surface/material" mode over the viewport, but when I click it, nothing happens.

How can I make both of the objects' materials available in Octane Render plugin?
I tried looking for a help in this topic and in http://render.otoy.com/forum/viewtopic.php?f=44&t=34189 but I couldn't find a solution!
Am I missing something simple?

Thank you!
Rafal
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t_3
Posts: 2871
Joined: Tue Jul 05, 2011 5:37 pm

RafaLL92 wrote:How can I make both of the objects' materials available in Octane Render plugin?
I tried looking for a help in this topic and in http://render.otoy.com/forum/viewtopic.php?f=44&t=34189 but I couldn't find a solution!
Am I missing something simple?
no, not really, it is currently just not working is it should. currently the best way to merge stuff when such problems arise is to save particular scenes (that one which should be merged) by cleaning the embedded octane data. this happens whenever something is saved without the plugin being active. to quickly have ds running without the plugin, even as a second instance, you may copy the whole daz studio folder to another location, and delete the octanerender folder from the copied plugins dir and start ds from there. given you use one of the 4.6 builds already, you can have as much studio installations you like, they will use the same settings and layout and won't interfere with each other, doing so you can start ds with or without the plugin without using the plugin enable/disable dialog which needs additional restarts...
The obvious is that which is never seen until someone expresses it simply

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kibbycabbit
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Posts: 76
Joined: Mon Oct 07, 2013 11:57 pm
Location: Vancouver BC Canada

I too have that problem. It happens randomly. Not sure how I trigger it.

I'm trying a few scenarios to see what causes it.

Scenario A:
  1. Open a last known DUF scene with embedded materials
  2. Don't open Octane Viewpoint (but OctaneRender panel with "System" tab says plug-in is activated)
  3. Save As a new DUF file
  4. Re-open
  5. Embedded materials are GONE!
Scenario B:
  1. Open a last known DUF scene with embedded materials
  2. Open Octane Viewpoint
  3. Save As a new DUF file
  4. Re-open
  5. Embedded materials are GONE!
Scenario C:
  1. Open a last known DUF scene with embedded materials
  2. Open Octane Viewpoint
  3. Load one of materials from embedded materials (not all)
  4. Save As a new DUF file
  5. Re-open
  6. Only one material has "From embedded data", everything else is ghosted out
---

Clearly, you need to load the materials from embedded data before you save to new scene file.

Is it a bug?
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DrHemulen
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I get that too with the newest beta. I'm thinking it's because of the "don't save unused" materials popup you sometimes get when you save? I wonder if it gets confused if you just open the duf without regenerating the materials in the materials tab. It may think everything is unused and axe it.
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