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Re: "geo-craft" is the problem.
Posted: Tue Jan 21, 2014 4:42 pm
by DrHemulen
I think it also stiches everything together if possible, so it makes sense that it could fix something like that.
Re: "geo-craft" is the problem.
Posted: Fri Jan 24, 2014 12:04 am
by SiliconAya
You can always use a geo-shell (with an offset of 0), which is how you have to do it for other render engines like Lux.
Re: "geo-craft" is the problem.
Posted: Sun Feb 23, 2014 6:49 pm
by jth0087
T_3 I'm not sure what you did, but this version of the plugin seems to have fixed the problem. Rendering animations does not seem to give me the bad results anymore. You can call me a happy customer!!! Haha! But if anyone else has the problem speak up before the thread goes dead. The last thing we would want is for T_3 to think the issue has been resolved when it hasn't. Also, I'll let you know if the problem occurs later on, and the conditions to reproduce the problem.
Re: "geo-craft" is the problem.
Posted: Sun Feb 23, 2014 6:58 pm
by t_3
jth0087 wrote:The last thing we would want is for T_3 to think the issue has been resolved when it hasn't.
currently i have traded one problem for another. what i wasn't aware (at the time when the 1.0 was released) is that the point where i need to grab the geometry from studio contains multiple versions of altered and unaltered surfaces. this is now solved, and the geometry transferred to octane contains only the final grafted result. the new problem in return is, that i can't use the material assignment information as studio provides it, because it no longer maps to the correct surfaces all the time. so, depending on how the graft was made, and what material assignments/replacements it needs, you might not be able to apply oc mats correctly.
i'm of course working on this - but the thread/topic isn't yet to be dumped

Re: "geo-craft" is the problem.
Posted: Sun Feb 23, 2014 7:43 pm
by jth0087
Well, as far as I know, the materials seem to be loading just fine. I did have a problem later on with some textures not being loaded, but I figured out that it must have been the number of textures present within the scene after examining the textures tab. I had too many textures present at one time so I just deleted what I didn't use and reduced the number of RGB/GRAY textures to the limit described in the texture tab. (BTW Thank you for that.) Some other textures didn't seem to show up as well, but most of those were fixed after I had unlinked and created new materials using the auto material feature. Normally I'd "take and connect maps," but for some reason this time around, it wasn't able to pull the correct materials. The auto material works fine for my workflow so I'm ok with that. I just have to tweak the power to 100% of each material group which isn't too much to gripe about since it can be done fairly easily. To explain the error a little better, the limbs material was trying to use the torso texture of V6 after using "Take and connect maps." I'm not sure if it was just something I did, or if there was something else going on. It could have just been a bad fluke because I was using the excess number of textures. But if it makes any difference, the geograft for my figure was on geometry using the torso material. I'll let you know if I can reason it out with a logical explanation. Now I'm busy rendering animations with the Daz plugin that I've been wanting to do for a long time.
Thanks again t_3.