Re: OcDS 1.2.120.34xx - BUG REPORTS
Posted: Thu Feb 20, 2014 1:44 am
what version versions do you mean with "previous" - the 1.0.x.x or a 1.2.120.?Jazbee wrote:How did it work correctly (the linking at least) in the previous version?
Community Forums for OTOY Customers
https://render.otoy.com/forum/
what version versions do you mean with "previous" - the 1.0.x.x or a 1.2.120.?Jazbee wrote:How did it work correctly (the linking at least) in the previous version?
this at least tightens a bit the area where/when it happens. means internally the data is still there, it just doesn't find its way in to the menu that when it is created. 'am going to take a closer look if i find sthg. there...AlfaseeD wrote:If I copy the material data from a material that misses the file name and then I paste the setting into another material, the file name inside the tab appears and I can also use the browse disk correctly etc etc
thanks for the explanation. as soon i have a clean stand, e.g. completed the mentioned other fixes, i'll take a day or two to focus on get geo grafting mat links working...DrHemulen wrote:What I still don't get is why the auto-generated materials work perfectly fine in that context, and I'm thinking there's some room to figure out a cheap workaround. What happens is (GF2 with genitals, torso material as example):
I mean 1.0.x.x, in that version I didn't have problems with linking materials on geo-grafted figures.t_3 wrote:what version versions do you mean with "previous" - the 1.0.x.x or a 1.2.120.?
i did follow the guide i got from daz ("use assembly materials instead materials"). the initial problem i have with geo grafts is, that they way daz does it won't ever work right in octane: that is to hide geometries by zero opacity mats. this will almost always produce visible cracks in the rendering.Jazbee wrote:I mean 1.0.x.x, in that version I didn't have problems with linking materials on geo-grafted figures.t_3 wrote:what version versions do you mean with "previous" - the 1.0.x.x or a 1.2.120.?
well, i'd aim for best of bothJazbee wrote:There were other issues, though, when two figures with the same geo-grafted elements appeared in the scene (say, two Genesis 2s with geo-grafted genitals). In that situation I could only create a material for one of the geo-grafts (the other simply didn't show on the right in the Materials tab and rendered grey in Octane, so I would simply render one image -> remove the one geo-graft I didn't need anymore -> relink the mat to the other one, adjust and render another image to be joined in post). Fortunately, I don't have this problem with 1.2.x.x, but I would probably welcome it back if it meant getting rid of the mat linking issue
wordDrHemulen wrote:AwesomeAll this troubleshooting is actually kinda fun
yes it is plugin related.SimonJM wrote:is an empty scene being flagged as 'dirty' so prompting for a save. Not even sure if that is linked to OcDS or not as I have been swapping it in and out of being active!
I think it was just after DS startup that it was most noticeable - not intrusive just a little counter-intuitive and 'huh, did I just do something I did not want to do' thought-formingt_3 wrote:yes it is plugin related.SimonJM wrote:is an empty scene being flagged as 'dirty' so prompting for a save. Not even sure if that is linked to OcDS or not as I have been swapping it in and out of being active!
i need to create a (hidden) scene node prior a save can even start, to be able to append the plugin data to it. so, in fact, the scene did change. currently this happens on every clear (= also on start), but it should be possible to shift it backwards - so this is about to change in one of the coming updates...