ah, no, it's not the way it will work - the recommended driver version is static for every plugin build, means as long as there is no new plugin version (=octane version for the plugin) a particular driver version will always be sufficient; e.g. the recommended driver version will be hardcoded for every new build = doesn't need to fetch a version number from the net/nvidia/wherever...SimonJM wrote:I have to say ... er, why? Surely it would be better for that to be handled by whatever upgrade mechanism nVidia provide? It'd depend on nVidia making no changes to their website/upgrade processes to be accurate and could cause 'wait issues' if no network connection is available.
OcDS 1.2.120.34xx - BUG REPORTS
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„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
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
More material weirdness (or just me misunderstanding something basic, let's see
)
I have had a hard time getting fingernails to render properly, and now I finally figured out why: It seems assigning presets to materials can impact surfaces that are not linked. This is happens with a standard GF2 model, no grafts or other shenanigans. Here it's Steph6, just loaded into an empty scene:
Hand looks good:

Now I drag and drop my templated skin material on the Octane material for the limbs, and this happens:

The nails are in another material link group, so as far as I understand, they shouldn't be affected:

Now, this is with a linked material, but the same happens with a non-templated materials.

I have had a hard time getting fingernails to render properly, and now I finally figured out why: It seems assigning presets to materials can impact surfaces that are not linked. This is happens with a standard GF2 model, no grafts or other shenanigans. Here it's Steph6, just loaded into an empty scene:
Hand looks good:

Now I drag and drop my templated skin material on the Octane material for the limbs, and this happens:

The nails are in another material link group, so as far as I understand, they shouldn't be affected:

Now, this is with a linked material, but the same happens with a non-templated materials.
GTX 780, 6 gigs of VRAM - Win 7 Home Premium 64 bits
most probably not (misunderstanding); had done a number of tests myself during the weekend to find out about glitches, and have had sthg. similar. hope to get it right with the next update...DrHemulen wrote:More material weirdness (or just me misunderstanding something basic, let's see)
ps: what i needed to do was to first link to a new (blank) material, then i could apply the template. creating a new auto mat did also not work before doing this (did always recreate the previous template mat). looks like links are not always correctly removed once established. most probably because using templates does also recreate the grouping (as the nbr of similar daz mats might have changed in the meanwhile).
what also causes problems is to apply partly mat sets and/or changing maps in studio. here i think to have a solution already, that will (should) allow linked templates to update maps even when they are changed in studio one by one...
„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
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
A nice news for you T_3 : My problem with the names, stability and other minor stuff are disappear after some fresh installs of : ds, your plugin and video driver.
I hate this things when happens and I spent a lot of time trying to understand these problems!
Well, there is nothing to see here now
I hate this things when happens and I spent a lot of time trying to understand these problems!
Well, there is nothing to see here now

Unable to render an empty scene.
Upon opening the viewport, the top orange progress bar just cycles without indication of what's happening.
Is this the default behavior?
Upon opening the viewport, the top orange progress bar just cycles without indication of what's happening.
Is this the default behavior?
Win 8.1 Pro 64bit | GTX 660Ti, GTX TITAN, 6GB GDDR5 | Intel Core i7 3970x, 3.5 GHz | ASUS P9X79WS | 64GB RAM
yes. you just can't render nothingvortex3d wrote:Unable to render an empty scene.
Upon opening the viewport, the top orange progress bar just cycles without indication of what's happening.
Is this the default behavior?

(or at least octane can't)
the reason is that raytracing just needs a geometry to shoot view rays at and shadow/color rays from (to trace them to any available light source). so even if rendering would start, it would just render nothing (no visible color, no light either); if you are interested in the principles, wikipedia gives a little more insight as i can give you here: http://en.wikipedia.org/wiki/Ray_tracing_(graphics)
ps: for completeness the viewport should give a slight feedback in this case (where it tells waiting/building, render time, etc) sthg. like "no geometry to render" or so...
„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
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
apparently; had no time to really test the last change - but will do it this time.DrHemulen wrote:Weird things still happening when exceeding VRAM:
Daz also seems very prone to crashing when in this state.
since there is no easy way to avoid further problems as soon this state is reached, i think i'll add a popup warning once the amount of used vram exceeds 90%. it should be save to take counter measures at this point, but as soon the amount is at or beyond 100% only a scene reset/ctrl-n or even studio close/restart may help...
„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
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
The thing is that this'll often happen during auto material generation. Would it be possible to abort that at 90% VRAM, and maybe add a "Auto materials with 1/4 size textures" button for generating all textures smaller? Then we can just up the relevant maps later.
GTX 780, 6 gigs of VRAM - Win 7 Home Premium 64 bits
yes, this is a quite logical consequence in monitoring the ram limits. is also on my list...DrHemulen wrote:The thing is that this'll often happen during auto material generation. Would it be possible to abort that at 90% VRAM, and maybe add a "Auto materials with 1/4 size textures" button for generating all textures smaller? Then we can just up the relevant maps later.
„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
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