Request for official statement concerning the OcDS plugin

DAZ Studio Integrated Plugin (Integrated Plugin maintained by OTOY)

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Notiusweb
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by TRRazor » Sun Nov 15, 2015 6:33 am

Nope, all of our released shaders work well in DAZ Studio.
We will also continue to support OcDS in future releases.
Hello, thanks! Do the shaders 'fix' some of the issues (like create a bypass of the need to reduce the Normals power from 2 to 0 in certain cases, like the 3Delight mats on G3F) or are the work-arounds still required in conjunction with the shaders?
Anything that can alleviate the conversion issues is beneficial. Again, thank you!
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TRRazor
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like create a bypass of the need to reduce the Normals power from 2 to 0 in certain cases, like the 3Delight mats on G3F
We've actually never supported the DAZ3D figure normal maps (although it would be fairly easy, to accommodate for them in the shader layout).

We've mostly tweaked them in order to be used with a subD of 3, instead of the standard "0" value + normal maps, as this gets you the same geometry detail, without having to worry about the issue.
It's a mere drag and drop and your figure is ready to be rendered within seconds.
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Spectralis
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Notiusweb wrote:One if the problems with this whole thing is that there is never any specic exciting detail as to what is happening on the plugin side, nor any interest in the feedback from the user community.
For example, we don't see:

"Next update will resolve the bug with iray materials converting from Daz to OcDS."
Or,
"Which update will be most critical for your use?"

It's all very vague, so in terms of utility the frustration remains. All conversations with T_3 following the plugin's last update, for good or for bad, never materialized into anything. Other plugins seem to have developers who are very interested in the specific technical plugin feedback from its users. We are starved for this type of relationship.

Otoy, we are not viewing this forum because we are interested in the resolution of some term of agreement between Otoy and a developer. We are interested in it because we want to do renders. We want to render with as much efficiency as we can possibly have, and have it be fun. And if something isn't working right we want to enjoy being involved in the process of development.
This is exactly the kind of information I would like to see regarding planned updates in the future. Specific and focused goals so that we know what's going to be fixed and within what time scale. Even if only a few bugs are dealt with at a time at least these are concrete and quantifiable goals that we can actually test with each update. Until we receive this kind of detail I can understand the frustration with non-specific assertions of resolution because that's been the modus operandi so far and it's worn very thin. I'm really pleased OTOY appear to be on the case this time but, considering the past, it's still difficult not to still have doubts.
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Notiusweb
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Post by TRRazor » Sun Nov 15, 2015 10:42 am
like create a bypass of the need to reduce the Normals power from 2 to 0 in certain cases, like the 3Delight mats on G3F
We've actually never supported the DAZ3D figure normal maps (although it would be fairly easy, to accommodate for them in the shader layout).

We've mostly tweaked them in order to be used with a subD of 3, instead of the standard "0" value + normal maps, as this gets you the same geometry detail, without having to worry about the issue.
It's a mere drag and drop and your figure is ready to be rendered within seconds.
Goldorak, I do not believe TRRazor would ever dismiss his user audience like we have seen in our experience. In fact, TRRazor went out of the way to add perspective on an issue not under his control, expressing his viewpoint. So a 3rd party developer's involvement should not inherently be something which slows a process down, or makes it more ambiguous. The users here are victim to a uniquely frustrating dynamic (...and deserve a 1/2 off another plugin :P ).
Not just that, but TRRazor has identified mechanics of a process, at minimum, which bypasses a conversion issue of OcDS. If somethings along these lines could be automated into the plugin, a major conversion issue could be resolved (Normals map issue...).
(TRRazor, I am checking out the Redspec products as we speak, not because they bypass an issue, but because the results do look great :D )
Post by Spectralis » Mon Nov 16, 2015 1:48 am
This is exactly the kind of information I would like to see regarding planned updates in the future.
Spectralis, I appreciate the concurrence. I consistently concur with your sentiments as well.
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TRRazor
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TRRazor, I am checking out the Redspec products as we speak, not because they bypass an issue, but because the results do look great :D
Spectralis, I appreciate the concurrence. I consistently concur with your sentiments as well.
Thank you guys - really appreciate it :)
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Spectralis
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TRRazor wrote:
TRRazor, I am checking out the Redspec products as we speak, not because they bypass an issue, but because the results do look great :D
Spectralis, I appreciate the concurrence. I consistently concur with your sentiments as well.
Thank you guys - really appreciate it :)
I know this might come across like a mutual love-in but the RedSpec products are utterly fantastic and indispensable. I used the G2M skin materials on one of the figures in an installation I created for my MA final show and a show in a central London gallery and visitors were asking if the animated figure was filmed because it looked so realistic. With the right lighting and model the skins look incredibly realistic.
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TRRazor
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I used the G2M skin materials on one of the figures in an installation I created for my MA final show and a show in a central London gallery and visitors were asking if the animated figure was filmed because it looked so realistic
This is great to hear - I'm glad the shaders were able to elevate your art to another level :)
Thanks for the support!
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swipswap
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Noticed t_3 no longer has the Plugin Developer forum badge (bepeg4d for comparison). Do we still refer to t_3 to report bugs and get support?
leblancd
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swipswap wrote:Noticed t_3 no longer has the Plugin Developer forum badge (bepeg4d for comparison). Do we still refer to t_3 to report bugs and get support?
Hmm.
From the list of sub-forums...

Code: Select all

DAZ Studio (Export Script Plugin developed by Tugpsx; Integrated Plugin developed by t_3 and co-dev katura)
I wonder what that means.
Also, I wonder who is 'katura'.
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linvanchene
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leblancd wrote:
swipswap wrote:Noticed t_3 no longer has the Plugin Developer forum badge (bepeg4d for comparison). Do we still refer to t_3 to report bugs and get support?
Hmm.
From the list of sub-forums...

Code: Select all

DAZ Studio (Export Script Plugin developed by Tugpsx; Integrated Plugin developed by t_3 and co-dev katura)
I wonder what that means.
Also, I wonder who is 'katura'.
As far as I can put together katura may be the plugin developer who was supposed to work with t_3 in 2012 / 2013 and then bailed on the project. This was the start of all the issues we are experiencing now.
Instead of looking for a second developer in time it was found a working solution to move along with just one plugin developer.


- In June 2015 t_3 wrote that an update is DAYS away.
And that was one thing that did not make sense in the first place.
Why would t_3 write an update is days away and then months later there is still not at least a hot fix?


- In addition that original message I sent sent on August 18 2015 was still in the outbox on November 11.
Sent Aug 18 2015 - outbox Nov 11 2015.jpg
It seems the outcome no one dared to mention actually happend:

- either t_3 quit
or
- t_3 was fired

I guess it was some kind of "blunder" that a forum user now by accident stumbles over the fact that t_3's plugin developer badge is gone.

- - -

Instead of having another round of speculation could Otoy comment on the facts as they are now:

1) Is t_3 still working on the OctaneRender plugin for DAZ Studio?

2) Has Otoy found a new developer for the OctaneRender plugin for DAZ Studio?

3) How long will it take until a new developer has learned his way around the code and is able to actually present a new version?



update / edit:
removed Side Note in order to focus on the latest development.


To clear up any confusion:

4) Has Otoy known since the first posts in this thread that t_3 will not be part of the solution or is this a new development?

- - -
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