Page 16 of 38
Re: OcDS Setup v2.2 (last Beta)
Posted: Wed Jun 24, 2015 6:11 pm
by larsmidnatt
DrHemulen wrote:I think V7 looks pretty awesome. It seems that you can port everything apart from skins and body shapes. There's software that can bake textures between similar but not identical meshes so who knows with that...
I'm sure there'll be a huge market for expressions now, so people who don't want to spend too much time can get it to look good as well.
Shapes can be translated over fine. I've done a few myself already. Just like we did for G1 to G2, you can do it from G2 to G1.
Sadly the DS built in Map transfer tool can't handle textures for us any longer. In the past you could get V4 and newer generation textures onto G1/G2 using that solution.
I know there is a third party solution but not sure if it is up to the task as its not really about the meshes, its about the different layout and groupings of textures now. Would not be easy.
Re: OcDS Setup v2.2 (last Beta)
Posted: Wed Jun 24, 2015 7:19 pm
by DrHemulen
I did no know you could transfer shapes, that's nice. With the maps, I'm sure there'll be a tool. In the end, you have to transform pixels from one coordinate system to another in a very well defined manner, pixel x always goes to position y.
Re: OcDS Setup v2.2 (last Beta)
Posted: Wed Jun 24, 2015 8:14 pm
by larsmidnatt
DrHemulen wrote:I did no know you could transfer shapes, that's nice. With the maps, I'm sure there'll be a tool. In the end, you have to transform pixels from one coordinate system to another in a very well defined manner, pixel x always goes to position y.
its a ton of work though...they materials are grouped differently, unlike V4-V5/V6 where the groups stayed the same, V7 is grouped in a new fashion. The people best able to do that are Daz, and it makes no financial sense for them to create a solution for that!
Others could, but from what I read prior tools had questionable results depending on the transfer
Shapes is just as easy as always fortunately. This is because G3F comes with the G2F clone in her morph collection! That bridge is all we need

I got over 8 morphs for now. I could transfer them all over but I junked up my G2F fast with G1/V4 morphs that way and sometimes regretted it. Gonna work with G3F native morphs and a few handpicked ones I loved from legacy generations.
here is a work in progress. I still prefer to mix in Aiko, this time its Aiko 6 into the G3F shapes. The abnormally large eyes actually make it less uncanning for me personally. And makes for a pleasant not so realistic look. But I have a bad bias...
needs some material work. adding blemishes and some tone to the v7 skin. need to turn down some specularity..setting was from my toon render..WIP..
Re: OcDS Setup v2.2 (last Beta)
Posted: Wed Jun 24, 2015 10:55 pm
by linvanchene
Was it allready reported that hitting the "Delete" key in the OcDS Node graph Editor to delete a node ends up deleting selected objects in the scene?
- - -
I guess I create a new thread about new material zones for G3F and V7 and Iray autoconversion issues in order not to go to far offtopic here...
Re: OcDS Setup v2.2 (last Beta)
Posted: Wed Jun 24, 2015 11:38 pm
by larsmidnatt
linvanchene wrote:Was it allready reported that hitting the "Delete" key in the OcDS Node graph Editor to delete a node ends up deleting selected objects in the scene?
- - -
I guess I create a new thread about new material zones for G3F and V7 and Iray autoconversion issues in order not to go to far offtopic here...
this never worked for me in any version. I stopped trying long ago. I tried recently it failed. won't try using it again.
*chuckles* I got in trouble again at the daz forums for bringing up HD morphs again

Re: OcDS Setup v2.2 (last Beta)
Posted: Thu Jun 25, 2015 5:00 am
by TRRazor
We're also live now with our RedSpec TGX tailored MK2 skin shaders

Grab 'em while they're on introductory sale:
http://render.otoy.com/forum/viewtopic.php?f=44&t=48251
Re: OcDS Setup v2.2 (last Beta)
Posted: Thu Jun 25, 2015 1:29 pm
by Notiusweb
It seems our good friend Genesis 3 Female is also one of the figures who turns toon upon conversion because of the normal maps.
Yep...She got 'Normy' blood in her...
No good dang Normys... Holding back our renders...
On another note, I too have tried using delete key on a node parameter integer only to have it delete the character from the scene. Then when I try to reload the geometry it comes in with just the mesh with all the textures missing. It doesn't do the materials conversion again. I can imagine a small mistake could be disastrous if working on a complex scene.
What redundancy safeguards has anyone found effective as you progress through the design of your scene on OcDS? (Ie, saving OcDS settings, saving ORBX file, etc.)
Re: OcDS Setup v2.2 (last Beta)
Posted: Thu Jun 25, 2015 1:39 pm
by larsmidnatt
Notiusweb wrote:It seems our good friend Genesis 3 Female is also one of the figures who turns toon upon conversion because of the normal maps.
Yep...She got 'Normy' blood in her...
No good dang Normys... Holding back our renders...
On another note, I too have tried using delete key on a node parameter integer only to have it delete the character from the scene. Then when I try to reload the geometry it comes in with just the mesh with all the textures missing. It doesn't do the materials conversion again. I can imagine a small mistake could be disastrous if working on a complex scene.
What redundancy safeguards has anyone found effective as you progress through the design of your scene on OcDS? (Ie, saving OcDS settings, saving ORBX file, etc.)
Apply the 3Delight materials instead of the iRay materials and it works better.
I avoid using the delete key because of the issues you mention. It's a huge pain if something accidentally gets deleted.
Nowadays I save out their material presets to DUF format to quickly reapply if things go bad.
But also save early, often, and into different files. I usually build each character in their own file, then merge the completed characters into scenes.
I personally dont use ORBX, so I just use methods within Daz to keep my projects modular and repairable

Re: OcDS Setup v2.2 (last Beta)
Posted: Thu Jun 25, 2015 7:56 pm
by DrHemulen
larsmidnatt wrote:Shapes is just as easy as always fortunately. This is because G3F comes with the G2F clone in her morph collection!
I tried just using the transfer tool, and that worked amazingly well. Where do you find that GF2 morph? I guess it'll work better with that? I bought the pro bundle, but can't find it anywhere?
Re: OcDS Setup v2.2 (last Beta)
Posted: Thu Jun 25, 2015 9:41 pm
by larsmidnatt
its probably hidden. so you have to turn on show hidden in the parameters options.
yeah i just paused a render to check. Hidden Genesis 2 Female morph. What I did was dial that in. Sent to hexagon, brought back and saved it as a regular moprh to use so I don't mess with the hidden one anymore.