OcDS PROBLEMS RESULTING IN CRASHES - read & post here...

DAZ Studio Integrated Plugin (Integrated Plugin maintained by OTOY)

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RafaLL92
Licensed Customer
Posts: 8
Joined: Tue Mar 12, 2013 1:02 am

Hello! Couple of problematic issues:

1.Daz Studio crashes for me when I want to fit any m4, v4 item to genesis figure and vice versa. Disabling the Octane Render plugin solves the issue.

Initially, KeyMate plugin for Daz Studio also caused such a crash - it was a critical bug and fortunately it got fixed quickly.
Looks like a similar problem with Octane Render plugin.

2.Octane render does not seem to use high resolution model of the figures, even though the option to use only base geometries for rendering is deselected.

3. There is also a typo and an error in General Settings section. It says:
"Use "Visible" instead "Vsible in Render""
should say:
"Use "Visible" instead of "Visible in Render""


I hope those issues are not hard to fix!
Thanks :)
MSI GT683DXR - i7-2630QM 2.20 GHz, GTX 570M 1.5GB, 16GB RAM, 1TB HDD, Win7 64bit
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t_3
Posts: 2871
Joined: Tue Jul 05, 2011 5:37 pm

RafaLL92 wrote:Hello! Couple of problematic issues:

1.Daz Studio crashes for me when I want to fit any m4, v4 item to genesis figure and vice versa. Disabling the Octane Render plugin solves the issue.

Initially, KeyMate plugin for Daz Studio also caused such a crash - it was a critical bug and fortunately it got fixed quickly.
Looks like a similar problem with Octane Render plugin.

2.Octane render does not seem to use high resolution model of the figures, even though the option to use only base geometries for rendering is deselected.

3. There is also a typo and an error in General Settings section. It says:
"Use "Visible" instead "Vsible in Render""
should say:
"Use "Visible" instead of "Visible in Render""


I hope those issues are not hard to fix!
Thanks :)
hi RafaLL92!
regarding issue 1: can you please check: if you disable the "live" mode, either from the viewport (leftmost button) or the common tab and afterwards do fittings, if it still crashes, and if not, and you a) do a scene reload by clicking "reload" in the viewport if it still crashes, or b) alternatively (instead reloading) if you re-enable the "live" mode again, if it still crashes - thanks in advance!

maybe repeat this after starting a new session, having "live" disabled from start on, leave the viewport closed, load stuff, do your work and afterwards step by step try to enable auto updates.

and if you still are in the mood to test something ;) you might repeat all these steps with the auto material creation set to off - there is a chance that one of the automatisms gets confused from the changes when fitting figures...

regarding issue 2: this was already mentioned and is covered here: http://render.otoy.com/forum/viewtopic. ... 03#p131403
including a temporarily workaround; this one will be fixed with the next update.

and thanks for pointing out the typo :)
The obvious is that which is never seen until someone expresses it simply

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t_3
Posts: 2871
Joined: Tue Jul 05, 2011 5:37 pm

info about autofitting:
this was apparently "introduced" with the last update in the closed beta (happening only a few days before release), thus wasn't noticed in time - is being worked on...
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
Sighman
Octane Plugin Developer
Posts: 1112
Joined: Thu Jan 19, 2012 9:11 am
Location: Calgary, AB

Crash bug in nge.

Open DS4.5(.1.56) with a blank scene.
Add V5.
Using the Octane Main Tab select a skin surface and open the Nodegraph Editor.
Add a glossy material.
Select the glossy material and change the diffuse type to floattexture using the drop down menu.
<Boom>

Happens every time for me so let me know if you want a dump.

Workaround: If you create a floattexture node and connect it to the diffuse pin... it works. :o
Win8/64, I7-4770K (3.5Ghz) 24GB, GTX-980ti (6GB) / GTX-TITAN (6GB)
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t_3
Posts: 2871
Joined: Tue Jul 05, 2011 5:37 pm

Sighman wrote:Crash bug in nge.

Open DS4.5(.1.56) with a blank scene.
Add V5.
Using the Octane Main Tab select a skin surface and open the Nodegraph Editor.
Add a glossy material.
Select the glossy material and change the diffuse type to floattexture using the drop down menu.
<Boom>

Happens every time for me so let me know if you want a dump.
Workaround: If you create a floattexture node and connect it to the diffuse pin... it works. :o
yup. confirmed. fix appointed for the coming update...
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
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larsmidnatt
Licensed Customer
Posts: 499
Joined: Tue Sep 25, 2012 12:28 pm

I crash on occasion when clicking the "final" render button.

BTW I do wish there was a way to leave final render on while I change lights, the difference in lighting between the regular mode and final are so substantial it's really unwelcome. I'm very used to working in the stand-alone and seeing the final result as I work lighting.
Win10 x64
i9 10900k 64GB
2080S 8GB
DS 4.15 OcDS Prime ^_^
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larsmidnatt
Licensed Customer
Posts: 499
Joined: Tue Sep 25, 2012 12:28 pm

I also have experienced a DS/Plugin lockup sometimes when untoggling "final". This time I had to forceably shut down DS and now DS crashes every time I try to load the scene.
Win10 x64
i9 10900k 64GB
2080S 8GB
DS 4.15 OcDS Prime ^_^
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t_3
Posts: 2871
Joined: Tue Jul 05, 2011 5:37 pm

larsmidnatt wrote:I crash on occasion when clicking the "final" render button.

BTW I do wish there was a way to leave final render on while I change lights, the difference in lighting between the regular mode and final are so substantial it's really unwelcome. I'm very used to working in the stand-alone and seeing the final result as I work lighting.
i'm working on the workaround that will adjust brightness during "standard" rendering, since this is the situation where octane fails to adjust the emitter power. this is the only way to keep the outcome consistent between both modes _and_ the standalone (using exports); imo there should be no adjustments needed at all from user side. "final" should just make it render faster. and it will also allow to keep older scenes from tweaking this again, if octane starts doing it right at some point...
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
slash
Licensed Customer
Posts: 52
Joined: Mon Dec 31, 2012 11:54 pm

Just sent you a PM with my crash log and screen shots. I left out of my PM that I crash when I try to open the Nodegraph Editor for this scene only on one face object. The rest open in the Nodegraph fine. I was playing with scattering and mixing on that texture. I hope that helps. :)
Windows 7 x64 | GTX670 | i5 2500k | 16GB
Cinema 4D
Daz3D Studio 4.6
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t_3
Posts: 2871
Joined: Tue Jul 05, 2011 5:37 pm

slash wrote:Just sent you a PM with my crash log and screen shots. I left out of my PM that I crash when I try to open the Nodegraph Editor for this scene only on one face object. The rest open in the Nodegraph fine. I was playing with scattering and mixing on that texture. I hope that helps. :)
yes, just seen both... thanks! it is about 99.9% the bug you noted in your pm. bugfix update will come soon. was aiming for yesterday actually, but decided to include some other enhancements (and found a few other problems too), so maybe today, most probably tomorrow :)
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
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