OcDS Setup v2.2 (last Beta)

DAZ Studio Integrated Plugin (Integrated Plugin maintained by OTOY)

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cyprine
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Sent to hexagon, brought back and saved it as a regular moprh to use so I don't mess with the hidden one anymore.
[Hidden Morph]: parameter settings > uncheck the Hidden box.
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DrHemulen
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Cool thanks :) So the procedure is apply GF2 morph and use transfer tool to transfer GF2 info to GF3?

I'm not sure how upset I am at the whole incompatiblity of skins issues. I've bought a lot of GF2 characters, and I've used maybe 10% of them :D The skins are not really that different, often it's obvious they are based on the same source, and they frequently have bad, highly compressed bump maps. I'd be happy with at few good GF3 skins, I think we can tweak them enough in Octane to make them unique for quite a few characters.
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larsmidnatt
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DrHemulen wrote:Cool thanks :) So the procedure is apply GF2 morph and use transfer tool to transfer GF2 info to GF3?

I'm not sure how upset I am at the whole incompatiblity of skins issues.
Yes, that is the process!

And for skins. I'm a bit upset. But not really. I get it. However Daz doesn't sell great skins anymore. My favorite skins are from V4, and I used those on V5/V6. The Elite textures from V4 were the best released IMO. And I do think I may have found 1 or 2 later for V5 or V6 that were "elite" but I know I got a few that claimed to be elite and were not so much.
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linvanchene
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DrHemulen wrote:
I'm not sure how upset I am at the whole incompatiblity of skins issues. I've bought a lot of GF2 characters, and I've used maybe 10% of them :D The skins are not really that different, often it's obvious they are based on the same source, and they frequently have bad, highly compressed bump maps. I'd be happy with at few good GF3 skins, I think we can tweak them enough in Octane to make them unique for quite a few characters.
+1

Currently also my biggest concern.

On one side I welcome that DAZ3D moves things forward.
On the other side I also am under the impression that some of the skins useable for renders at least trying to achieve "photo realism" were never sold in the DAZ store but created for V4 based characters and sold in other stores...

- - -

I hope currently a lot of artists are now finally investing time to actually learn how to create custom characters morphs for G3F in Zbrush.

A lot of game, VFX and CG studios have a subscription with 3dsk.

http://www.3d.sk/

The basic workflow is to create a custom character in Zbrush based on the reference material and then use polypainting to apply the realistic textures on the custom shape.
With the UV set up you render out the textures and the displacement maps.

- - -

lets leave it at that for now and see how things are in a few months...
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Notiusweb
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Wanted to share and ask....'Shask'...

(1) DETAIL Res for Krayon Hair V7
So I was using Krayon hair with V7, and it works great with IRay....blah blah blah...
But when I used OcDS it gave me a thick black scalp blotch with the IRay mat, so I then used the 3Dlight mat, which gave me this:
Noticeable hairline blotches
Noticeable hairline blotches

But I found that if you modify a Detail node for the hair surface (called "Under" when right-clicking the hair in OcDS), you can achieve the following:
Really noticeable hairline blotches  (Detail Node res 256 x 256)
Really noticeable hairline blotches (Detail Node res 256 x 256)
Less noticeable hairline blotches  (Detail Node res 8192 x 8192)
Less noticeable hairline blotches (Detail Node res 8192 x 8192)

Kind of a workaround, the default detail res of 1024 x 1024 doesn't produce these blotches in IRay, so it is an OcDS thing.

(2) Pixelated Shadows in Octane
If you look at in any of the above 3 images, there is a pixelated shadow by what would be V7's right armpit. I have seen this from time to time, in both Octane standalone and OcDS, so I wanted to respectfully ask if anyone has any tips on how to avoid these types of pixelated shadows. I am imagining it is an ancient issue, hoping there might be known workarounds that someone could share. Thanks!

Anyway, here is V7 after going to the wrong hair dresser...Or the right one?...
V7...Love her!
V7...Love her!
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Spectralis
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Are the blotches caused because OcDS hasn't translated the skullcap properly? Maybe switch off the skullcap opacity or reconvert the skullcap? I think some of these problems with poor translation of skins and hair might just need a tweak in some way to fix them. In the long term OcDS needs to be updated to convert materials (including iRAY ones) more effectively.
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DrHemulen
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Try rendering the hair alone to see if it's some kind of unwanted interaction with the V7 mesh?

I got those armpit triangles as well, even with the deafult white "blank" material, so it seems to be an issue with the mesh iteself rather than with the material conversion. I

I don't see it with V6?

Iray + V7 seems to work fine as well.

Very confusing.
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Notiusweb
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Spectralis, as you posted about long term fixes,

Had an idea, maybe we could intermittently post in this thread, maybe once every month, or after update, a mere list of bulletpoint items that need to be fixed. This way we have an objective running tab metric of what we users have discovered needs to be fixed, along with a status note of some sort. I would say another post would work for this, only everyone is going to forget it exists an pay no mind to it. So for example, lets say I post one day:

BUG LIST as of June 29, 2015

1-Materials Conversion- skins not converting properly in characters without normal maps, IRay shaders not converting properly
2-Delete Key- upon attempt to use delete key for a parameter integer in OcDS, currently selected item in DAZ is deleted from scene

Etc...

And that would be the entire post. Just the list to speak for itself.
And then as we get DAZ updates or developer updates we remove the item or mod the note. And of course we can all chime in if the list should say something different, or more accurate, or more succinctly.

Anyone else who has any suggestion for this, I think this would help us sort through what we have going on.
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DrHemulen
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That's a good idea. I'm not sure anybody's listening to all our ramblings in this thread, but getting it all in one place can't hurt.
Maybe we should make our own thread for this, and the thread poster could update the first post in the thread once a week or something? That way we wouldn't have to hunt around for it.
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Spectralis
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That's a great idea because I also find it really difficult locating posts about bugs and their solutions even when using the search function. There must be some way to make a sticky thread of these bugs and, as you say, remove the ones that have been fixed. It would save us all so much time cross referencing threads and posts especially for new adopters of OcDS.

Likewise, there are some really helpful tutorials somewhere in this forum about emissive materials/lights for example but good luck finding them now. If we had a tutorial sticky then that would help users new to unbiased rendering.
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