Materials Conversion - Current Issues and Requests

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sikotik13
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Notiusweb wrote: Would we code it to drop power to '0', it looks like you would be saying if > 1, set power to 1....but at 1 it still has the toon textures, like, we have to bring it all the way down to 0, so wouldn't we want to say if >1 drop to '0'....just checking. If what you have already eliminated any need to drop to '0', then of course that is good.

Since we may already have the coding with you supplying it, I'd say lets move this forward for Paul's review!
Lets get these new Iray and SSS mats rendering automatically!!!
If you are you asking to turn off the normals entirely, it may as well be coded to never load them in the first place. Are we asking to bypass normal maps entirely? Does the issue happen on surfaces only containing normal maps without displacement/bump at all strengths above 0? If so, that indicates an issue with normal maps themselves, and should definitely be addressed seperately before it could used with the above. Just clarifying before i try to tweak stuff on my phone, since I can't load up Daz Studio atm. Dang power outages :(

Also, I have no idea what language the plugin is written in, but this is terrible a pseudo-Python outline. I doubt anyone who knows what they're doing could use it as is. Like I said, the structure itself popped in my head. I guess that means the class is effective at its goal (think like a programmer) to at least some degree.
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Notiusweb
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Sikotik13 wrote:

Also, I have no idea what language the plugin is written in, but this is terrible a pseudo-Python outline. I doubt anyone who knows what they're doing could use it as is. Like I said, the structure itself popped in my head. I guess that means the class is effective at its goal (think like a programmer) to at least some degree.
It doesn't matter what pro-grade or quasi-code we write in these posts :lol: , Paul invited us to supply a logical if-then command given we wanted a starter fix on the materials conversion. We just have to have it make sense for us on the user level and for him on the logical level. Once we supply he can review and code it into a release for us to try.

Which brings us to this point. Does anyone have an objection to us trialing the following commands when OcDS receives in the data from DAZ:
1) If defaulted Iray material opacity = 'greyscale', then set opacity to 'Grey Image' and load mask image (fix Iray)
2) If defaulted Normal map power >1, then set 'RGB image' to 'Grey Image' (will fix SSS toonish textures)


I would say if you have a concern, cite a specific alternative instead, because if you follow these 2 steps manually, your figure renders properly.

If no concerns, we tell Paul this is what we want and he can give us feedback. Hopefully he could implement and we have the new Iray and SSS materials converting properly. This would be if the understanding that there may be a more robust and inclusive materials conversion fix to be explored as we move forward.
Last edited by Notiusweb on Fri Nov 27, 2015 12:51 am, edited 3 times in total.
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Spectralis
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Ok. I've finished testing the latest build with animation rendering and the bugs appear to be completely fixed so thanks for fixing them so quickly and effectively.

Concerning skin materials, when I load G3M and auto-convert materials in OcDS I experience the familiar cartoon look where shadows are jagged and I need to adjust the skin materials to make them look correct. This is happening with the latest build loading the basic G3M shape. Loading G2M causes a similar problem plus also the strange effect of the mesh appearing faintly on the skin.

I think DS 4.8 automatically loads the IRAY materials for G2/3 (where available) which means further editing of the skins in DS or OcDS by loading the 3Delight materials. I'm hoping for a solution that works automatically in OcDS with accurate conversion of IRAY materials.
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face_off
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Following is a pre-release which is relevant to material conversion above. If it doesn't break other material conversion rules, I will put it through as an actual release. Looking for feedback pls.

2.24.2.3 - Pre-release
- Added Network Render Status indicator in the System Tab -> Processed Data group box
- Added additional material conversion rules for Iray Materials - Opacity Cutout's are now picked up as opacty maps, and if there is a Refraction Weight > 0.5, the Octane opacity will be (1 - Refraction Weight). This should allow for better conversion of transmapped and clear surfaces
- Fixed issue where the camera comboboxes in the Animation and System tabs where blank.

https://render.otoy.com/customerdownloa ... _Win64.exe

I do not have any DS skin materials where there are bump, normal and displacement maps. So I will need a sample scene containing this setup in order to code the other rules discussed in this thread.

Paul
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sixb0nes
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face_off wrote:Following is a pre-release which is relevant to material conversion above. If it doesn't break other material conversion rules, I will put it through as an actual release. Looking for feedback pls.

2.24.2.3 - Pre-release
- Added Network Render Status indicator in the System Tab -> Processed Data group box
- Added additional material conversion rules for Iray Materials - Opacity Cutout's are now picked up as opacty maps, and if there is a Refraction Weight > 0.5, the Octane opacity will be (1 - Refraction Weight). This should allow for better conversion of transmapped and clear surfaces
- Fixed issue where the camera comboboxes in the Animation and System tabs where blank.

https://render.otoy.com/customerdownloa ... _Win64.exe

I do not have any DS skin materials where there are bump, normal and displacement maps. So I will need a sample scene containing this setup in order to code the other rules discussed in this thread.

Paul
Initial reaction is quite positive. Most of my default Iray G3F conversions now come across with much better results. Here is a quick video exploring one that doesn't. Can provide more details as required. Pardon slow machine:

https://www.dropbox.com/s/g184lwrcssm4q ... 5.mp4?dl=0
Last edited by sixb0nes on Fri Nov 27, 2015 4:31 am, edited 1 time in total.
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face_off
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http://www.dailymotion.com/video/x3fq0la
Link not working for me. Is it possible to post a dropbox link pls?
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linvanchene
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face_off wrote:
I do not have any DS skin materials where there are bump, normal and displacement maps. So I will need a sample scene containing this setup in order to code the other rules discussed in this thread.

Paul
Side Note:
In general: What we can do is post .duf files that include references to all the figures and materials in the scene.

As a developer do you have access to a DAZ3D account on which all DAZ3D products are available?

If not you need to have purchased a license for all items in the posted scenes in order to use them.
In the latest DAZ Studio 4.9 release all items in a scene that you do not have yet installed will be automatically downloaded IF you have purchased them.
If there is no license for the product detected the objects will not be added to the scene.

It cannot be expected that the plugin developers own all products.
Therefore it might help if users start testing and reporting issues with items included in the main figures pro bundles:

http://www.daz3d.com/victoria-6-pro-bundle
http://www.daz3d.com/michael-6-pro-bundle
http://www.daz3d.com/victoria-7-pro-bundle
http://www.daz3d.com/michael-7-pro-bundle

For testing environments Jack Tomalin and Stonemason scenes are usually a good starting point:

http://www.daz3d.com/jack-tomalin
http://www.daz3d.com/stonemason
In order to have a character with displacement, bump and normal maps applied in 3Delight combining those two products provide a good example:
Victoria 6 (included in the Victoria 6 Pro Bundle)
http://www.daz3d.com/victoria-6
Displacement for Victoria 6 (not included in bundle)
http://www.daz3d.com/displacement-for-victoria-6

- - -

Steps to create a test scene for a figure with displacement, bump and normal maps applied at the same time:

- Load Victoria 6
- Apply the "V6 Belle All" material preset on V6
1st Apply V6 Belle All on V6.jpg
- Apply "Displacement Var1_UV_V6" material preset on V6
2nd Apply Displacment Var1_UV_V6 on default V6.jpg
- Check the DAZ Studio surface tab and examine the V6 torso surface zone to check if displacement, bump and normal maps are all added
Displacement for Victoria 6 - 3Delight - DAZ Studio surface tab.jpg
- Trigger OcDS Material Auto Conversion either manually or by opening the OcDS viewport
Displacement for Victoria 6 - 3Delight - OcDS NGE.jpg
- - -

Currently you can observe another issue:
- For some reasons in some figure material setups the diffuse maps are not picked up with auto conversion.
G2F Victoria 6 Diffuse map is not applied.jpg
I have not yet figured out why that is. It seems to happen both in 3Delight and Iray setups (Michael 7 Iray for example.)

I made the screenshots with the prerelease: OctaneRender_for_DazStudio_2_24_2_3
In 2_24_2_2 the diffuse maps were also not picked up.


BTW: Make sure to place a checkmark in the "Preview" box at the top border of the NGE.
That way when clicking on a node you can see a preview render of a sphere with the node applied or a 2d image of the map.
Last edited by linvanchene on Fri Nov 27, 2015 4:03 am, edited 4 times in total.
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sixb0nes
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face_off wrote:
Link not working for me. Is it possible to post a dropbox link pls?
I think the above post covers it succinctly ^^ but here ya go:

https://www.dropbox.com/s/g184lwrcssm4q ... 5.mp4?dl=0
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Notiusweb
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Post by sixb0nes » Fri Nov 27, 2015 2:58 am
Initial reaction is quite positive. Most of my default Iray G3F conversions now come across with much better results. Here is a quick video exploring one that doesn't.
Issue confirmed on my machine too, same character (Arianna G3F) imports all white.

I am able to 'fix' by
(1) changing, in OcDS, Diffuse Material from 'RGB Color' (white) to 'RGB Image',
(2) loading an image,
(3) then setting the master 'Amount' from defaulted 0.5 to 1.0

Interesting to note, Arianna (R) comes over as a Mixed Material. The Adaline (L) comes over as Diffuse.
Here is a screenshot of issue and then me having used the above workaround to fix face and lips:
Diffuse Material as 'RGB Color' (white)
Diffuse Material as 'RGB Color' (white)
Diffuse Material now 'RGB Image'....She looks like a white Teletubby
Diffuse Material now 'RGB Image'....She looks like a white Teletubby
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Notiusweb
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I do not have any DS skin materials where there are bump, normal and displacement maps. So I will need a sample scene containing this setup in order to code the other rules discussed in this thread.

Paul
Paul, I think this will cut straight to description of the SSS-mat bug and justification for fix:

a- we load the default Genesis 3 Female from the free Genesis 3 Female Starter Essentials. It by default loads with a SSS-mat.
b- we select the G3F's 'Face' in the Surfaces Pane in DAZ
c- we select Normal Mapping to highlight just that category
d- It shows 2 entries: (1) Normal Map = None, (2) Normal Map Strength = 100%
DAZ - G3F Face Normal Mapping in Surfaces Pane
DAZ - G3F Face Normal Mapping in Surfaces Pane
e- Now, when we render to OcDS, and look at the G3F Face material, it is a mixed Material with 2 instances of 'Normal' (I have them shown right beneath 'Mixed Materials' on OcDS)

(1) Normal #1 = None (fine, what we expected)
OcDS - G3F Face Normal #1 (Matches with DAZ, Good)
OcDS - G3F Face Normal #1 (Matches with DAZ, Good)

(2) Normal #2 = RGB Image (does not correspond to the DAZ), with a power of 2. And this power of 2 is what causes the Toonish Textures
OcDS - G3F Face Normal #2 (Does Not Match with DAZ, Bad, power at 2 causing the Toonish Textures)
OcDS - G3F Face Normal #2 (Does Not Match with DAZ, Bad, power at 2 causing the Toonish Textures)
f- Therefore, this could be justification to fix the issue as follows:
If Normal Map = "None" (on DAZ), and there is no 2nd Normal Map (on Daz), then in OcDS set both Normal #1 and Normal # 2 in Mixed Material to "None"
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