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
@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...