Introducing the Octane for DAZ Studio plug-in

DAZ Studio Integrated Plugin (Integrated Plugin maintained by OTOY)
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rcallicotte
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Posts: 84
Joined: Wed Jun 02, 2010 1:57 pm

I wasn't complaining...just seeing why it's taking time. :mrgreen:

@ralicotte: imo for experienced octaners it will be not that hard to understand ;) in fact for most tasks there are two or even three ways to handle them (i.e. drag&drop / context menu / key-combination), depends on practice and liking which one to choose. apart from nodes drawn vertical instead horizontal ;) the only real difference to the standalone is the way how render targets ("render settings") and environments ("lights") are handled - i hope that it will be even easier to understand, esp. for novice users...[/quote]
UruMike
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Posts: 34
Joined: Sat Jan 05, 2013 5:29 pm

WOW!
t_3, this looks like the best invention since sliced bread! ;)
Can't wait to get this plugin installed!
Btw, I switched to Studio 4.5 now, since I discovered the flexibility of Genesis.... ;)
Intel i7 | 32gb | Win7pro-64
2 x Geforce GTX 660 ti/2gb +GTX 650 for display| Driver 310.90
DAZ Studio 4.5 Hexagon 2.5 Octane v1.11
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t_3
Posts: 2871
Joined: Tue Jul 05, 2011 5:37 pm

rcallicotte wrote:I wasn't complaining...just seeing why it's taking time. :mrgreen:
word :)

didn't take it as complaining anyway. octane is a complex thing, so is the plugin by all means. lots of possibilities means lots of things to learn (and lots of bugs to fix :lol:). if i'd live on venus (5832 hours a day ;)) i'd already started doing tutorial videos also, but this is on top of the todo list already...
The obvious is that which is never seen until someone expresses it simply

1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
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rcallicotte
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Posts: 84
Joined: Wed Jun 02, 2010 1:57 pm

LOL Can't wait. :D
if i'd live on venus (5832 hours a day ;)) i'd already started doing tutorial videos also, but this is on top of the todo list already...
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larsmidnatt
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Posts: 499
Joined: Tue Sep 25, 2012 12:28 pm

The most recent video is very impressive and looks exciting. material assignment seems to be well thought out and a major time saver!
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DS 4.15 OcDS Prime ^_^
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t_3
Posts: 2871
Joined: Tue Jul 05, 2011 5:37 pm

hi all - it's 5:17am, 1st of march already, and i need sleep - pretty sure that this wasn't exactly the information you were waiting for ;) but i'll drop by a 2nd time after having a few of hours rest...
The obvious is that which is never seen until someone expresses it simply

1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
badmilk69
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Posts: 122
Joined: Sat Sep 03, 2011 4:24 am

Hey T_3 ! this is the week!!! cmon 8-)
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t_3
Posts: 2871
Joined: Tue Jul 05, 2011 5:37 pm

oh yes ;) current state: manual at 30%, installer at 70%, release candidate sent to the testers last friday. a week late since i needed nearly the whole week to fix two nasty bugs. haven't heard anything show stopping form the testers until now, means coding is currently stopped to get manual and installer ready.

i had to do a last minute addition though: gpu temperature display right in the viewport, and automatic cooldown breaks for longer sessions (if needed/wanted).

oh, and by the way i just noticed my other post up there... sorry for the familiar tone - it was in fact meant for the beta forum. since i didn't see it there, after recovering from coma, i thought that i never posted it :oops:

@badmilk69: i still owe you and answer to a question in the other thread: how does this plugin handle skin mats... well, basic.

you get octane materials grouped by identical daz materials, usually a diffuse type, equipped with diffuse/bump/opacity/(specular) maps; gamma and power values (rgb for power if necessary) are set to match the needed type, bump power (and roughness, specular if applicable) is calculated in a way to make some sense, displacement maps (if existing) are used in favor over bump maps.

currently only the tear material is created independently from what is set in ds as a specular mat (with additional opacity), and the surface filter defaults to filter eyesurface and cornea, since they won't make much sense in octane. imo it's a good starting point, but to get outstanding results it will need some experience, knowledge and of course tweaking.

i plan to extend this later by creating more refined/complex auto materials, but this needs lots of testing, trial & error = time...
The obvious is that which is never seen until someone expresses it simply

1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
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larsmidnatt
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Joined: Tue Sep 25, 2012 12:28 pm

when you mean displacement maps are used in favor of bump maps, do you mean they are used AS bump maps in Octane?

Also what you said about the the tear and eye materials make sense to me, and how materials are grouped. Well thought out :) Can't wait.
Win10 x64
i9 10900k 64GB
2080S 8GB
DS 4.15 OcDS Prime ^_^
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t_3
Posts: 2871
Joined: Tue Jul 05, 2011 5:37 pm

larsmidnatt wrote:when you mean displacement maps are used in favor of bump maps, do you mean they are used AS bump maps in Octane?
yes. from my experience if a material has both, bump map and displacement map, the displacement map adds more visible detail. well... writing this it comes to my mind, that a mix-texture using both maps would be even better. i think i'll change it this way (trivial change).

btw, i'm currently adding release v1.11 functionality into my test branch - might make it into the release depending on stability and issues; genesis multithreaded voxelizing (at mesh resolution level 1) is ~0.3 seconds on my machine - means somewhere between 0.5 an 1.5 seconds, depending on cpu and speed. if the plugin works in "fast mode", where it only uses base meshes instead the subdivided meshes, to get fast previews, it last only 0.1 seconds to voxelize a single genesis :)
The obvious is that which is never seen until someone expresses it simply

1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
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