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Re: OcDS Setup v2.2 (last Beta)
Posted: Wed Jul 08, 2015 3:12 am
by Notiusweb
Here's one, OR seems to want to take the whole 'leaves' .jpg into the render, whereas Daz somehow is able to set the non-leaf component's opacity of the image to 0.
None of the parameter sliders in leaves materials help reduce the 'green screen' opacity

- Leaves have the .jpg's square background in Octane Render
Thoughts? Thx!
Re: OcDS Setup v2.2 (last Beta)
Posted: Wed Jul 08, 2015 4:11 am
by bmosalt
Notiusweb wrote:Here's one, OR seems to want to take the whole 'leaves' .jpg into the render, whereas Daz somehow is able to set the non-leaf component's opacity of the image to 0.
None of the parameter sliders in leaves materials help reduce the 'green screen' opacity
Thoughts? Thx!
OcDS doesn't convert Iray materials very well. So you need to set opacity maps manually.
Re: OcDS Setup v2.2 (last Beta)
Posted: Wed Jul 08, 2015 2:09 pm
by Notiusweb
Post by bmosalt ยป Wed Jul 08, 2015 4:11 am
OcDS doesn't convert Iray materials very well. So you need to set opacity maps manually.
Awesome!!!! Thank you so much!!!

- Opacity from Greyscale, to Grey Image... + Bonus Elephant
Re: OcDS Setup v2.2 (last Beta)
Posted: Thu Jul 09, 2015 1:14 pm
by rogeraususa
This is an amazing update - thank you so very much!
I now feel like I can use the plugin again and that my investment in Octane Render is vindicated.
I know there are a few bugs, and I'm certain that they will be squashed in short order... looking forward to all of your successive updates!
Re: OcDS Setup v2.2 (last Beta)
Posted: Thu Jul 09, 2015 9:23 pm
by Elele
Is it because of the plugin that DS keeps lagging???
I always need to keep the Octane viewport open en pause the render there, even when I have no intention of rendering... And the viewport has to actually be visible on the screen, I can't drag it off out of screen or have it in the background or the lagging starts again.
Are we gonna have to wait another 6 months for a fix?
Re: OcDS Setup v2.2 (last Beta)
Posted: Thu Jul 09, 2015 9:29 pm
by larsmidnatt
did we already report we can't export via ORBX properly? I confirmed its a new bug in the current beta
I figured it out. the newest plugin forgets to warn you to start rendering in the OcDS viewport before you export. The 2.15 version of the software gives you a warning. so I learned from that and now 2.2 is exporting fine.
Re: OcDS Setup v2.2 (last Beta)
Posted: Fri Jul 10, 2015 4:03 pm
by Hydra
Feature Request: The ability to export a vaguely human readable Node Graph as ASCII, which can then be dumped to an internet forum. Someone else could then cut and past that ASCII into the NGE in order to see what was done.
Right now we're all trying to graphically replicate what we see in node graphs, and its not always obvious what various parameter settings are.
Re: OcDS Setup v2.2 (last Beta)
Posted: Sat Jul 11, 2015 4:03 am
by Tugpsx
larsmidnatt wrote:did we already report we can't export via ORBX properly? I confirmed its a new bug in the current beta
I figured it out. the newest plugin forgets to warn you to start rendering in the OcDS viewport before you export. The 2.15 version of the software gives you a warning. so I learned from that and now 2.2 is exporting fine.
Sorry about that sometimes we take things for granted that there are also new users. Familiarity breads contempt.

Glad you were able to figure it out. Thanks for sharing
Re: OcDS Setup v2.2 (last Beta)
Posted: Sat Jul 11, 2015 10:46 pm
by Hydra
Major Bug. Stop the Press!

Avert your eyes if you are not keen on male gens. Sorry, but that's the issue.
I can't export renders with male gens. I'm using Redspec and all the latest with Genesis 2 Male. This is the stock Philip skin. (I have verified that this occurs with or without redspec, so dat ain't it.)
If I render with the plugin the hip texture on the gens comes out just fine. If I export this, the hip texture doesn't work, its like its grabbing the hip texture or something.
Re: OcDS Setup v2.2 (last Beta)
Posted: Sun Jul 12, 2015 7:26 am
by TRRazor
What format are you exporting in?
Try using either Collada (.dae) or Waveform (.obj) while including original texture maps and paths.
This usually works for me.