Daz2Octane Beta released

DAZ Studio Integrated Plugin (Integrated Plugin maintained by OTOY)

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Jadawyn2011
Licensed Customer
Posts: 8
Joined: Tue Nov 08, 2011 1:51 pm

Apophis wrote:Hello,
how can I export Material too.
"Add Export Material" is activated but I get only the mesh in octane with an other name "undefined" as the exported and without the material.

Regards
Michael
Same here, I only get mesh without materials
Regards

Luca
rcallicotte
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Posts: 84
Joined: Wed Jun 02, 2010 1:57 pm

Thanks Tugspx. Following the directions you gave me for all my questions, but I think it might have something to do with the OCS file. Should this be created by your plugin? I tried BLANK.OCS and it gives the following error.

There was an error parsing the command-line arguments:

Couldn't read argument value from string 'NaN' Argument: (--cam-fov)
Jadawyn2011
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Posts: 8
Joined: Tue Nov 08, 2011 1:51 pm

I've just tried with "updated" version. Now the .obj is correct, but still no textures exported.
Tugpsx
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Location: Chicago, IL
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rcallicotte wrote:Thanks Tugspx. Following the directions you gave me for all my questions, but I think it might have something to do with the OCS file. Should this be created by your plugin? I tried BLANK.OCS and it gives the following error.

There was an error parsing the command-line arguments:

Couldn't read argument value from string 'NaN' Argument: (--cam-fov)
Blank.ocs is created by user. It is a donor ocs file. You can use another ocs file also but that would take up more video memory.
The demo version has some parts disabled you will have to set the FOV option on the camera tab since it is no longer automated.
Win 11 64GB | NVIDIA RTX3060 12GB
Tugpsx
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Posts: 1150
Joined: Thu Feb 04, 2010 8:04 pm
Location: Chicago, IL
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Jadawyn2011 wrote:I've just tried with "updated" version. Now the .obj is correct, but still no textures exported.
Material export button is disabled in demo version. Previous version had all materials mapped to a single image and I was called a few names for that, so we decided to not map any material and allow the user to do so themself. :twisted:

The full version does map the materials and include bump and normal maps.
Win 11 64GB | NVIDIA RTX3060 12GB
Jadawyn2011
Licensed Customer
Posts: 8
Joined: Tue Nov 08, 2011 1:51 pm

Tugpsx wrote:
Jadawyn2011 wrote:I've just tried with "updated" version. Now the .obj is correct, but still no textures exported.
Material export button is disabled in demo version. Previous version had all materials mapped to a single image and I was called a few names for that, so we decided to not map any material and allow the user to do so themself. :twisted:

The full version does map the materials and include bump and normal maps.
Well, I was interested in this plugin mostly to ease material export; geometries, lights and cameras are the least of my problems. So, if I can't test this function, I really don't know if I'll buy the final version :)
rcallicotte
Licensed Customer
Posts: 84
Joined: Wed Jun 02, 2010 1:57 pm

I'm sorry to tell you my experience with is that this just isn't working. The file sent to Octane is not the correct file and does not include the necessary maps, etc. I've tried both DS3 and DS4. If you think it does work, would you give us step-by-step instructions from something simple in the DS like a chair or a simple prop, so we can follow along? I'm not sure it's working and have no other way to see it render.
rcallicotte
Licensed Customer
Posts: 84
Joined: Wed Jun 02, 2010 1:57 pm

I tried further to see if I could understand what is happening. This is one thing I've discovered - if I have multiple objects (four, in this case), then the first object is asked by Octane about saving it and that object is put in whatever texture I choose (each object requests which material) and then this object's texture material covers over all of the other objects' texture materials. This means no objects underneath this highest branch [the object that is the only one asked about on Export] can display their textures, even though these objects have distinctly different textures than this highest object in the Octane tree. It's like in Photoshop - the top object is coloring everything under it.
Tugpsx
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Posts: 1150
Joined: Thu Feb 04, 2010 8:04 pm
Location: Chicago, IL
Contact:

rcallicotte wrote:I tried further to see if I could understand what is happening. This is one thing I've discovered - if I have multiple objects (four, in this case), then the first object is asked by Octane about saving it and that object is put in whatever texture I choose (each object requests which material) and then this object's texture material covers over all of the other objects' texture materials. This means no objects underneath this highest branch [the object that is the only one asked about on Export] can display their textures, even though these objects have distinctly different textures than this highest object in the Octane tree. It's like in Photoshop - the top object is coloring everything under it.
You have the older version without material zone support, please download the newer version from first page.
The Demo version creates the material zones but do not export materials, does not have control of daz light setting, proper IBL support.
It is ment to simply show users how to transfer the scene to Octane for rendering as a sample. Materials, Cameras and Lights are fully supported in the full version (coming soon).
Win 11 64GB | NVIDIA RTX3060 12GB
rcallicotte
Licensed Customer
Posts: 84
Joined: Wed Jun 02, 2010 1:57 pm

Thanks for taking the time and thanks for the explanation. This does help. I found if I setup my lighting and ALPHA in the BLANK.ocs file, it helps. Here's an example, after I replaced all of the textures with the original DAZ textures. I also used a GLASS texture from Octane. 8-)


Tugpsx wrote:
rcallicotte wrote:I tried further to see if I could understand what is happening. This is one thing I've discovered - if I have multiple objects (four, in this case), then the first object is asked by Octane about saving it and that object is put in whatever texture I choose (each object requests which material) and then this object's texture material covers over all of the other objects' texture materials. This means no objects underneath this highest branch [the object that is the only one asked about on Export] can display their textures, even though these objects have distinctly different textures than this highest object in the Octane tree. It's like in Photoshop - the top object is coloring everything under it.
You have the older version without material zone support, please download the newer version from first page.
The Demo version creates the material zones but do not export materials, does not have control of daz light setting, proper IBL support.
It is ment to simply show users how to transfer the scene to Octane for rendering as a sample. Materials, Cameras and Lights are fully supported in the full version (coming soon).
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