Page 3 of 38

Re: OcDS Setup v2.2 (last Beta)

Posted: Wed Jun 10, 2015 10:17 am
by thongology
swipswap wrote:
thongology wrote:Anyone else having trouble typing exact values into the NGE? Or the LDB when searching for a material? More often than not I am unable to type exact values; only the sliders work.
How precise are you trying to be? The manual doesn't say how precise float values are but the standalone interface shows 7 digit precision (1000.000). Haven't had an issue yet with typing in values or filtering the Live DB.
roeland [url]http://render.otoy.com/forum/viewtopic.php?f=73&t=42750&p=214585#p214585[/url] wrote:The scale value on the X and Z axes don't matter much as long as it's larger than your scene. On the Y axis it can't be too large, since floating point calculations only have about 7 digits of precision.
It's not the precision that's the issue, but the ability to type anything at all. I have the plugin window docked. I right click on a material from OcDS viewport to open NGE and then try to type specific values for, let's say, secular strength or roughness. I can put the cursor in the box, but nothing will type. It's not a NUMLOCK thing. Or, let's say I want to filter LDB for wood materials. I put cursor in LDB search box, type W, but camera (whether in perspective view or not) zooms. No text in LDB text filter box. It's very strange.

Re: OcDS Setup v2.2 (last Beta)

Posted: Wed Jun 10, 2015 10:21 am
by thongology
t_3 wrote:
thongology wrote:Anyone else having trouble typing exact values into the NGE? Or the LDB when searching for a material? More often than not I am unable to type exact values; only the sliders work.
what happens? does the input field go out of focus, so that the value is reverted?

this could happen when the mouse is moved away, and another ui-element captures the mouse focus - this would trigger esc/input-undo on the last active input field.

i was able to force such a behavior by moving the mouse around a bit (after clicking into an input field), and at some point it went inactive - what it actually shouldn't do. if it's that, there should be a fix - once i found out what other element(s) may steal mouse focus but should not.
This sounds like exactly the problem. Mouse focus is being stolen by some UI element, but not being given back when the mouse is moved into a different UI element.

Re: OcDS Setup v2.2 (last Beta)

Posted: Wed Jun 10, 2015 12:49 pm
by Spectralis
This is great news! Thanks t_3. Will test when I get home. Anyone tried rendering animation yet?

Re: OcDS Setup v2.2 (last Beta)

Posted: Wed Jun 10, 2015 2:16 pm
by Laticis
Hi,

I seem to be missing the parameter slides for the Textured Environment Lighting ...please see attached:
2015-06-10_2343.png
Looking for confirmation please in case issue is from my end.

Re: OcDS Setup v2.2 (last Beta)

Posted: Wed Jun 10, 2015 2:23 pm
by Laticis
Well, stike that last post...don't I feel like a noob :roll:

Re: OcDS Setup v2.2 (last Beta)

Posted: Wed Jun 10, 2015 2:37 pm
by larsmidnatt
Spectralis wrote:This is great news! Thanks t_3. Will test when I get home. Anyone tried rendering animation yet?
Veneris wrote:The animation works wonderfully, T_3 I invite you to eat some Tacos. Here in México.

Re: OcDS Setup v2.2 (last Beta)

Posted: Wed Jun 10, 2015 5:01 pm
by asennov
Ok, I have tested it a bit, so my first impressions:
  • Inputs work now completely different from Studio - must press Enter after typing anything into input boxes to actually change the value, plus keyboard input conflicts with Studio's Keyboard navigation (Shift-K helps, or uncheck the 'keyboard in circle' button on the Studio toolbar) - sometimes focus gets stolen by Studio especially when you press one of WSAD buttons.
  • Doesn't pick up environment when loading old .duf, materials seems OK but this needs more tests, especially when materials use graphs. Environments saved as presets in prev version do not work either, so just set default daylight without any tweaking.
  • Nasty habit of freesing when loading scene, when building geometry, when preparing for final rendering. Cool devs spit on multithreading, don't they?
  • Even more nasty habit of hiding the viewport window while render is in progress. Render doesn't stop just viewport becomes invisible. Hitting 'Open viewport' may or may not restore it, sometimes it gets restored by just clicking anywhere on Studio window (or that's because render has finished?)
  • Do my eyes betray me or we're seeing something very familiar in the following animation frame?
OctaneRender viewport
OctaneRender viewport
Ain't girls hands pure white? Poke throughs because of smoothing modifier is not picked up? Base mesh instead of subdivided? (or I must always use Final for that, 'Use Base mesh' is unchecked in Preferences) Handcuffs misplaced? (sorry for harsh image, but I just loaded the shot that was 100% problematic for all prev versions)

And here is how BasicGL render it:
BasicGL render
BasicGL render
So I can clearly see all that months of 'testing in real world scenarios'. Maybe they have to test it some more?

Any good news? It didn't crash.

Conclusion? I'll play some more with it to see if something usefull can still be pulled out of this, especially in motion blur department but my project will stay using iray.

Re: OcDS Setup v2.2 (last Beta)

Posted: Wed Jun 10, 2015 5:24 pm
by asennov
Some followups:

I've noticed many messages 'cannot connect pin to something' in plugin's log - probably that explain why girls is too white. She was using simple SSS material and that seems to not be imported correctly. So I was a little hasty saying that materials from old .dufs are working OK.

So, am I supposed to restore all non-trivial materials in more than a hundred shots? No way.

Re: OcDS Setup v2.2 (last Beta)

Posted: Wed Jun 10, 2015 6:14 pm
by Hydra
I was noticing weird texture variations from face to head/torso. I'm not sure what causes it. I also noticed that this plug-in is working much harder at interpreting default Daz shaders than before. Nothing acted up yet, and I will continue playing with this. Geografting is working flawlessly near as I can tell. Oh and finally out of core textures are in the plug in.

Re: OcDS Setup v2.2 (last Beta)

Posted: Wed Jun 10, 2015 6:29 pm
by swipswap
asennov wrote:Ain't girls hands pure white?.
Are the geoshells on the character? Remember to hide all unnecessary geoshell surfaces, especially if you're just now adding geocrafts. Otherwise, did you try saving and reopening the file? Also keep a look out for missing textures from image nodes.
asennov wrote:Nasty habit of freesing when loading scene, when building geometry, when preparing for final rendering. Cool devs spit on multithreading, don't they?
I believe locking DAZ is to prevent race conditions between DAZ studio and the plugin.
asennov wrote:Base mesh instead of subdivided?
Have you tried hitting reload at bottom of viewport? Also verify the mesh is high resolution and try changing the subdivision to see if it updates the scene correctly.
asennov wrote:I've noticed many messages 'cannot connect pin to something' in plugin's
I've had this message also, but didn't notice ill effects.