Octane 3 / DS Plugin - Features

DAZ Studio Integrated Plugin (Integrated Plugin maintained by OTOY)

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face_off
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DAZ users like myself may very well spend most of their render time on images featuring figures, but those figures don't always just quietly sit pretty looking into the camera, a lot of them are quite active!
A giant sword hacking away at a dragon might as well look as if it is moving at speed, and what about all those fancy post-whatever vehicles driving and flying about?
My own subject matter may generally be quite different from all that dramatic stuff, still I can't understand why so few people ask for this feature?
I don't think object motion blur will help at all with rigged figures - since the object itself is the Hip actor, so if the figure moves their arm, no object motion blur would be applied (because in Octane the figure is all a single mesh). So I really think it is of little value to DAZStudio users, and you are better off with the current vertex motion blur solution offered by exporting to Standalone.
What exactly is Vertex Motion Blur?
Vertex motion blur calculates the motion blur from each vertex in the mesh - so is what you want for rigged figures. Object motion blur calculates the motion blur from the objects (ie. the hip actor) transform (in the Octane Placement node).
But in any case both on the DAZ Studio and the OctaneRender forum there are a lot of people waiting for Object Motion blur to be finally introduced so we can start to create artistic still images of figures in motion.
I think ppl will be disappointed with object motion blur on rigged figures. There is a perfectly workable solution that DOES provide vertex motion blur (via exporting the animation to Standalone) which works in the current release.

Paul
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SimonJM
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Excuse my rampant ignorance with this next question: how would one export an animated scene from DS into Octane 3 standalone - I am assuming you'd export it as ... er, something, from somewhere and then import as the relevant type? What would the something and somewhere be? And are, whatever they are, an integral part of wherever it happens?
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face_off
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Excuse my rampant ignorance with this next question: how would one export an animated scene from DS into Octane 3 standalone - I am assuming you'd export it as ... er, something, from somewhere and then import as the relevant type? What would the something and somewhere be? And are, whatever they are, an integral part of wherever it happens?
Use the export to alembic feature. https://docs.otoy.com/#60System%20Tab

Paul
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linvanchene
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face_off wrote:
But in any case both on the DAZ Studio and the OctaneRender forum there are a lot of people waiting for Object Motion blur to be finally introduced so we can start to create artistic still images of figures in motion.
I think ppl will be disappointed with object motion blur on rigged figures. There is a perfectly workable solution that DOES provide vertex motion blur (via exporting the animation to Standalone) which works in the current release.

Paul
Thank you for taking the time to explain.

In that case people (including me) were asking for Vertex motion blur in OcDS blur to produce images similar like this without having to export.
1622552_10202959439280095_3985945402669734660_o.jpg


Example:
- Frame 1 wings down
- Frame 10 wings up
- export to standalone
- move the timeline until you find a spot that looks about right for the effect you want to achieve
- render out the image

It may take a bit of trial and error to figure out how many frames you need between start and end of movement so you can achieve blur effect you want.

-> That is why it would be more comfortable to see the effect directly inside the OcDS viewport.
It would be quicker to adjust the settings and then seeing the result immediately in real time.
Last edited by linvanchene on Thu May 26, 2016 1:24 am, edited 1 time in total.
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face_off
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In that case people (including me) were asking for Vertex motion blur in OcDS blur to produce images similar like this without having to export.
That would require the DAZStudio SDK provide the velocity or speed for each vertex, which is doesn't. So the most viable solution is to use the export animation option and render in Octane Standalone.

Paul
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linvanchene
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face_off wrote:
In that case people (including me) were asking for Vertex motion blur in OcDS blur to produce images similar like this without having to export.
That would require the DAZStudio SDK provide the velocity or speed for each vertex, which is doesn't. So the most viable solution is to use the export animation option and render in Octane Standalone.

Paul
Ah there is the source of the confusion..
Will submit a feature request at DAZ3D to provide the velocity speed for each vertex in the SDK.

They are probably aware of the limitation but maybe they can share some information if some work in that direction is scheduled or not.
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face_off
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Will submit a feature request at DAZ3D to provide the velocity speed for each vertex in the SDK.

They are probably aware of the issue but maybe they can share some information if some work in that direction is scheduled or not.
Thanks - I will be interested to hear the outcome. Even if the SDK provides vertex velocities, it is still a complex enhancement, since the velocities will most probably be in local space coordinates, and when you do a final render which flattens all the scene geometry into a single Octane node, the plugin will need to convert the local space velocities into world space. Also, if the velocities are in local space, then the transform velocity will also be needed (since the world space velocity = local space vertex velocity x object transform velocity). So not only would the DAZStudio SDK need to provide vertex velocities, it also needs to provide the transform velocity.....and then I need to do a lot of coding to implement it. So the probability of all this happening is low....so it is vastly easier to use the current export to Standalone function to achieve the same outcome.

Paul
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linvanchene
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face_off wrote:
Will submit a feature request at DAZ3D to provide the velocity speed for each vertex in the SDK.

They are probably aware of the issue but maybe they can share some information if some work in that direction is scheduled or not.
Thanks - I will be interested to hear the outcome. Even if the SDK provides vertex velocities, it is still a complex enhancement, since the velocities will most probably be in local space coordinates, and when you do a final render which flattens all the scene geometry into a single Octane node, the plugin will need to convert the local space velocities into world space. Also, if the velocities are in local space, then the transform velocity will also be needed (since the world space velocity = local space vertex velocity x object transform velocity). So not only would the DAZStudio SDK need to provide vertex velocities, it also needs to provide the transform velocity.....and then I need to do a lot of coding to implement it. So the probability of all this happening is low....so it is vastly easier to use the current export to Standalone function to achieve the same outcome.

Paul
Submitted as

Request #219826

Will update when I hear something.
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Hydra
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I'm really interested in the volumetric stuff. Can that be done in the Daz plug in?
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face_off
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I'm really interested in the volumetric stuff. Can that be done in the Daz plug in?
Not currently. If there is a DAZStudio voxel plugin, or DAZStudio is enabled to allow loading of VDB files, then it could be added to the plugin. Until then, you need to export to OCS/ORBX and add the Volume (VDB file) node in Octane Standalone.

Paul
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