OctaneRender for DAZ Studio 2026.4 - 410 [Stable]

DAZ Studio Integrated Plugin (Integrated Plugin maintained by OTOY)

Moderator: BK

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Please keep character renders sensibly modest, please do not post sexually explicit scenes of characters.
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RGUS
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Posts: 335
Joined: Sun Mar 17, 2013 1:32 am
Location: New Zealand
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With this release, textures render very pale. (See attached)
render-01.jpg
With the previous release, everything was fine.

I discovered that a setting under 'Materials' - 'Diffuse' - 'Power' was set to 'Linear sRGB' (See attached)
render-02.jpg
I changed it to sRGB (see attached)
render-03.jpg
The material rendered correctly in the Render Viewport. (See attached)
render-04.jpg
How do I set "sRGB" as the default, since it becomes tedious to change for every material in the scene?

Thanks for any help.
WEB: http://rgus.deviantart.com/
GPU: NVIDIA GeForce RTX 3090 Ti
RAM: 64GB
CPU: 12th Gen Intel(R) Core(TM) i9-12900K 3.20 GHz
OPERATING SYSTEM: Windows 11 Pro
OCTANE PLUGIN VERSION: 2025.6.0.4.09 Prime BETA
DAZ STUDIO VERSION: 4.24 Pro Edition (64 bit)
BK
OctaneRender Team
Posts: 1551
Joined: Mon Oct 31, 2016 7:54 pm

RGUS wrote: Thu Jul 16, 2026 8:40 pm With this release, textures render very pale. (See attached)
render-01.jpg
With the previous release, everything was fine.

I discovered that a setting under 'Materials' - 'Diffuse' - 'Power' was set to 'Linear sRGB' (See attached)
render-02.jpg

I changed it to sRGB (see attached)
render-03.jpg

The material rendered correctly in the Render Viewport. (See attached)
render-04.jpg

How do I set "sRGB" as the default, since it becomes tedious to change for every material in the scene?

Thanks for any help.
Hi RGUS ,

Thank you so much for this..
Yeah it looks washed out and pale.

We have made request ticket to change it to `sRGB` and Gamma as `1` by default for the next release.

cheers
Kind Regards

bk3d
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RGUS
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Posts: 335
Joined: Sun Mar 17, 2013 1:32 am
Location: New Zealand
Contact:

BK wrote: Thu Jul 16, 2026 9:11 pm
RGUS wrote: Thu Jul 16, 2026 8:40 pm With this release, textures render very pale. (See attached)
render-01.jpg
With the previous release, everything was fine.

I discovered that a setting under 'Materials' - 'Diffuse' - 'Power' was set to 'Linear sRGB' (See attached)
render-02.jpg

I changed it to sRGB (see attached)
render-03.jpg

The material rendered correctly in the Render Viewport. (See attached)
render-04.jpg

How do I set "sRGB" as the default, since it becomes tedious to change for every material in the scene?

Thanks for any help.
Hi RGUS ,

Thank you so much for this..
Yeah it looks washed out and pale.

We have made request ticket to change it to `sRGB` and Gamma as `1` by default for the next release.

cheers
That would be great, though the default value for Gamma in the Diffuse setting was always 2.2
Maybe I might be thinking about something else.

Thanks.
WEB: http://rgus.deviantart.com/
GPU: NVIDIA GeForce RTX 3090 Ti
RAM: 64GB
CPU: 12th Gen Intel(R) Core(TM) i9-12900K 3.20 GHz
OPERATING SYSTEM: Windows 11 Pro
OCTANE PLUGIN VERSION: 2025.6.0.4.09 Prime BETA
DAZ STUDIO VERSION: 4.24 Pro Edition (64 bit)
BK
OctaneRender Team
Posts: 1551
Joined: Mon Oct 31, 2016 7:54 pm

RGUS wrote: Thu Jul 16, 2026 10:06 pm
BK wrote: Thu Jul 16, 2026 9:11 pm
RGUS wrote: Thu Jul 16, 2026 8:40 pm With this release, textures render very pale. (See attached)
render-01.jpg
With the previous release, everything was fine.

I discovered that a setting under 'Materials' - 'Diffuse' - 'Power' was set to 'Linear sRGB' (See attached)
render-02.jpg

I changed it to sRGB (see attached)
render-03.jpg

The material rendered correctly in the Render Viewport. (See attached)
render-04.jpg

How do I set "sRGB" as the default, since it becomes tedious to change for every material in the scene?

Thanks for any help.
Hi RGUS ,

Thank you so much for this..
Yeah it looks washed out and pale.

We have made request ticket to change it to `sRGB` and Gamma as `1` by default for the next release.

cheers
That would be great, though the default value for Gamma in the Diffuse setting was always 2.2
Maybe I might be thinking about something else.

Thanks.
Hi RGUS ,

Thank you so much.Yes, 2.2 is old setting
We want to match the node parameters to Octane Standalone.

Cheers
Kind Regards

bk3d
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Sorel
Licensed Customer
Posts: 279
Joined: Tue Feb 25, 2014 5:22 pm

I'm pleased with how well the NRC works.
Tugpsx
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Location: Chicago, IL
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BK wrote: Thu Jul 16, 2026 11:44 pm
RGUS wrote: Thu Jul 16, 2026 10:06 pm
BK wrote: Thu Jul 16, 2026 9:11 pm

Hi RGUS ,

Thank you so much for this..
Yeah it looks washed out and pale.

We have made request ticket to change it to `sRGB` and Gamma as `1` by default for the next release.

cheers
That would be great, though the default value for Gamma in the Diffuse setting was always 2.2
Maybe I might be thinking about something else.

Thanks.
Hi RGUS ,

Thank you so much.Yes, 2.2 is old setting
We want to match the node parameters to Octane Standalone.

Cheers

Actually the default Color Space for the standalone is Linear sRGB + legacy gamma.
Open any old material from the LivedB and you will see the setting.

If you look at the iRay settings under Spectral Conversion Color Space, you will notice that it is set to Rec 709/Linear sRGB.
Screenshot 2026-07-17 102737.png
Last edited by Tugpsx on Fri Jul 17, 2026 4:08 pm, edited 1 time in total.
Win 11 64GB | NVIDIA RTX3060 12GB
Tugpsx
Licensed Customer
Posts: 1178
Joined: Thu Feb 04, 2010 8:04 pm
Location: Chicago, IL
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To clarify, my earlier post on tessellation and viewport should have read as can't see the hair unless in iRay viewport (rendered). i may have responded with the correction in a different thread. (Darn iPhone)

So a quick test loaded figure with SBH, check viewport in Texture shaded, Filament and iRay without changing the Tessellation settings from Zero and received as expected, the hair is visible to some degree in most viewport except Filament (my default viewport) In iRay viewport you actually see the effect on the SBH.

The SBH only shows up in Octane viewport once Viewport Tessellation has been adjusted to 2, like what happens to Filament.
Win 11 64GB | NVIDIA RTX3060 12GB
huakiami
Licensed Customer
Posts: 53
Joined: Thu Nov 21, 2013 6:09 am

Tugpsx wrote: Fri Jul 17, 2026 4:02 pm The SBH only shows up in Octane viewport once Viewport Tessellation has been adjusted to 2, like what happens to Filament.
I agree with you. I think we're on the same page about how it currently works. The hope is that the plugin can be improved to support the curve rendering (tessellation = 0), since this is not an Octane limitation (you can do it in standalone, C4D plugin also supports C4D's own hair system) - it's a limitation in the current Daz plugin.

It's also important to emphasize that it's not like we're a bunch of ArchiCAD users randomly complaining about a minor feature like hair rendering for background characters. DazStudio is heavily focused on and marketed for character creation and rendering, which means that rendering hair is a creative and technical challenge the majority of users face on almost every project, and it's an area where there's currently a big gap between the built-in solution (Iray) and the Octane plugin. I'm sure it's not an easy fix, but the hope is that work will be done on it as opposed to just continuing to tell users to turn up tessellation - which does not produce a visually appealing result when compared to rendering curves with the spectral hair material.
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Sorel
Licensed Customer
Posts: 279
Joined: Tue Feb 25, 2014 5:22 pm

I think I found a bug with the rgb image node. If it also has rgb color/gaussian set as the power, it you try changing the value to any other color it will not take that color.
huakiami
Licensed Customer
Posts: 53
Joined: Thu Nov 21, 2013 6:09 am

Sorel wrote: Fri Jul 17, 2026 7:31 pm I think I found a bug with the rgb image node. If it also has rgb color/gaussian set as the power, it you try changing the value to any other color it will not take that color.
Hey Sorel, I'm seeing the same thing. I think it might not be a bug but a change in Octane 2026 though, because when I try it in Blender with the 2026 addon it has the same behavior. Guess they want you to tint your textures with a multiply node vs plugging directly into the texture's power input.
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