Octane Usability

DAZ Studio Integrated Plugin (Integrated Plugin maintained by OTOY)

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TrakeM
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I have had Octane for a while now, and I've been amazed with the engine it's self, but I'm thinking I probably can't use it. Before giving up on the engine, I wanted to make a post and see if there is something I'm missing.

Daz Studio tends deal in large numbers of materials, and as such it's important to have a system that allows me to edit a lot of materials quickly rather than going through and only editing one setting in one material at a time. Obviously, if I have to go through and edit each and every material in a character before I can render that character and have it look right, there is no point in having the engine in the first place. If I could use a script or some method to mass edit materials, I would do that. However, it appears that this isn't possible. Individually going through and editing a material one at a time is obviously WAY too time consuming to be even contemplated. Are there any methods to mass replace settings only (but keep image maps)? Are there any plans to allow me to at least use a script that would allow me to quickly update the materials on common characters such as Genesis 3 and V4? I don't want to throw away this program, but it really appears I have no choice if I want to be able to produce anything in less than several months due to the sheer impossibility of trying to use a system that makes it near impossible to set up materials. Even Red Spec's skin materials, which seem to be the quickest to set up, take so long that they haven't even produced a video where they take the time to do the full set up as it is too time consuming. I don't even want to consider going through that process EVERY time I load a character.
abayliss
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Here's how I quickly apply the RedSpec skin shader to a figure.

1) Apply the applicable redspec skin shader to each material surface of the figure.
2) Save a Daz Material preset of the figure.

Now, when you apply this material preset to a figure, it will apply the Redspec shaders to the material surfaces. But, the best bit is, when you then hit the UNDO button, will will retain the Redspec shaders, but change the mapped images back to the ones previous assigned to the figure.
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face_off
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You can use the template system to apply one of your own custom skin shaders to an existing DAZStudio figure with skin materials already applied (this is the system that RedSpec uses).

Paul
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DrHemulen
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abayliss wrote:when you then hit the UNDO button, will will retain the Redspec shaders, but change the mapped images back to the ones previous assigned to the figure.
Haha that's pretty clever, thanks!
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TrakeM
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Joined: Sat Sep 03, 2016 10:38 pm

Thanks for the help everyone. I have another question: The red spec material seems to replace only settings and keep the underlying image maps (I'm not completely certain as I've never worked with it myself). How does one make a material that accomplishes this?
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sikotik13
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You need to open the relevant material in the Node Graph Editor. In the editor, select an image map that is tied to the material (it should be all the way on the left side). On the right, near the bottom will be a tick box for Templating, check it. You may need to unselect/re-select the image node to get the panel on the right to refresh (I usually have to). There should now be a few options for what you want the template to pull from. Select the settings that make the most sense for the given image map (tell it which material slot in Daz Studio it should be looking for an image map in, and then fallback/alternates, if desired).

Random infographic, in case that's a little unclear:
Node Graph Templating Edited.png
If you save that as a preset, much like I believe RedSpec shaders are set up (I don't have or use them, so I'm guessing based on what's written by the creator and faceoff), you would simply need to copy the preset to clipboard, then right-click and "paste as a template" on the surface(s) you want it on. This isn't limited to skins or anything. For example, I use this for hair, skin, car paint, and occasionally for other things like building materials (though rarely). I have always honestly thought templating was one of the coolest things about the plugin that never really got played up as much as it should have.

Oh, and you'll know templating is active on an image node as the node itself will turn green (as it appears in the above image). Likewise, if you have a templated material present, it will be prefixed by a green "T," for ease of reference at a glance (and in the quick edit pane itself when an image map is templated, it is highlighted in green with a "Template Node header above the image map in question). You probably already know a good portion of that information, but anyone not used to them might not know what to look for or expect.
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TRRazor
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@OP
I'm pleased to announce, that our MK3 update will make applying the shaders even easier.
You will be able to apply them directly and natively out of DS via your content library - no dragging and dropping anymore.

Although the d&d will still be available as a fallback option.

I'll soon finish up on the video tutorial so you guys can see how it works.
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TrakeM
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I'm glad to hear that there will be a way in future to apply the shader from inside daz studio, at least for MK3 for Red Spec shaders. I don't think it's going to be possible to use Octane until it goes through a complete and total redesign or everything can be handled in Daz Studio. I've spent the past couple of days just trying to apply a material to a surface, a task which should be very simple and easy. Unfortunately there is no documentation and as best as I can tell, can't be done. I'm not sure why material presets and a material database exists, to be honest. Yes, you can laboriously drag a material and completely replace the current material one by one which is so cumbersome and time consuming that it's pointless to bother with. However, it wouldn't mater anyways because it destroys your UV mapping in the process so the results are terrible. You can apply the settings, but then you wind up applying the image maps of the new material even if it's from a template, so that's pointless. You could laboriously drag and drop the template, but that's pointless because it completely destroys the UV mapping. There are ways to edit the material using a new material, but as best I can tell none of them function properly. Are there any actual tutorials out there for this thing? Am I the only one that finds this to be completely impossible to deal with? To be honest, I think this is one of the most poorly designed user interfaces I've ever seen. I love the engine, but honestly, I'm thinking the interface is so bad it may just not be worth it.
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DrHemulen
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The interface is a bit confusing, but I can't say that I can recognize your experince at all. The dragging and dropping is only when you want to mess with things or apply custion shaders. When you are done, save your material as a normal DAZ .duf and you can load that next time. It's really not that different from using DAZ, once you get going. The big issue is that DAZ assets seldomly has octane materials included. Using autogenerate usually gives you OK results there.
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face_off
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Unfortunately there is no documentation
The on-line manual is at https://docs.otoy.com/manuals/products/daz-studio/v3/
Yes, you can laboriously drag a material and completely replace the current material one by one which is so cumbersome and time consuming that it's pointless to bother with.
Rightclick the preset and "Copy as new material", then drag that new material onto a Scene Surface. It is very easy!
However, it wouldn't mater anyways because it destroys your UV mapping in the process so the results are terrible.
That is incorrect. The UV mapping of the model is untouched.
There are ways to edit the material using a new material, but as best I can tell none of them function properly.
Can you be more specific on this pls? I an unaware of any material editing functions that are not working.
Am I the only one that finds this to be completely impossible to deal with?
You seem to be raising issue which no one else has. Have you read the manual? Have you watched the tutorials at docs.otoy.com (Getting Started->Video Catalogue).

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
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