Here's what I found. For version 1.5, if you set your frame rate in DS4 to 1fps BEFORE you do any key framing, and export the alembic file with materials and camera...you have a good chance of it working as intended. When you import the .abc file into Octane Stand-alone, you'll also need to set the frame rate to 1fps. Of course your results may vary and the developers are choking on bug reports so don't bother asking Daz or Otoy for help. Here's a problem to consider. If your geometry is complex it may not bake properly and you end up with fragmented or displaced objects.
However, if you use the Daz Alembic Exporter. It bakes the geometry correctly.
Daz does not export camera information and only the material nodes. It will also crash OcSA if the frame rates do not match (so make sure they are set to 1fps). In some cases the geometry location will not match the camera location so you'll have to use a placement node to compensate. The OcDS plugin transfers camera location and focal information, but not the FOV, or DOF...basically only the information in the Octane render camera menu. This means getting really creative with the camera is not going to work. Keep it simple and you may get through the day without a tantrum (or purchasing Daz Alembic Exporter).
Good Luck.
OcDS 1.2.120.34xx - BUG REPORTS
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- buenoexcellente
- Posts: 13
- Joined: Fri Jun 06, 2014 6:19 am
I've replicated a problem on the Lenovo y500, and it's a severe one. It's crippling in my case. I simply can no longer use the product. In troubleshooting this I actually did a full re-install of windows 8.1 and all drivers involved just to be certain that I wasn't dealing with file corruption.
Daz 4.7 or 4.6
Octane Daz Plugin 1.2
Octane Standalone 2.16 64 bit
Geoforce 650m x2 Driver version 327.62 (SLI is disabled)
Step 1: Load a scene that takes a good bit of memory, and create a geometry shell on one of the figures. In my case I've replicated it with v4 and with Genesis 2 Female.
Step 2: Try to render with the pathtracer kernel.
Step 3. Watch your Geoforce 650m's driver explode.
Step 4. Watch them recover, but after that point further rendering is impossible. The window will open but no rendering happens. Then when I try to shut down Daz Studio it stops responding.
I know it's an incredibly narrow setup, but like I said this is occurring on a clean system install. It's worth looking at. I'll see if moving back to an older version of the plug-in will fix the problem.
Please let me know if you need any more information.
Daz 4.7 or 4.6
Octane Daz Plugin 1.2
Octane Standalone 2.16 64 bit
Geoforce 650m x2 Driver version 327.62 (SLI is disabled)
Step 1: Load a scene that takes a good bit of memory, and create a geometry shell on one of the figures. In my case I've replicated it with v4 and with Genesis 2 Female.
Step 2: Try to render with the pathtracer kernel.
Step 3. Watch your Geoforce 650m's driver explode.
Step 4. Watch them recover, but after that point further rendering is impossible. The window will open but no rendering happens. Then when I try to shut down Daz Studio it stops responding.
I know it's an incredibly narrow setup, but like I said this is occurring on a clean system install. It's worth looking at. I'll see if moving back to an older version of the plug-in will fix the problem.
Please let me know if you need any more information.
I've used geoshells before on 1.2 without issue. Are you sure the mem taken by the geoshell creation doesn't push the VRAM beyond what's available? Things always go crazy when that happens.
Try doing your geoshell in a simple scene, and see how much more memory is used in the "sytem" tab. Then check if you have that amount of extra memory available in your complex scene.
Try doing your geoshell in a simple scene, and see how much more memory is used in the "sytem" tab. Then check if you have that amount of extra memory available in your complex scene.
GTX 780, 6 gigs of VRAM - Win 7 Home Premium 64 bits
- buenoexcellente
- Posts: 13
- Joined: Fri Jun 06, 2014 6:19 am
I'm not even at half Vram available, and it's still dying.
- buenoexcellente
- Posts: 13
- Joined: Fri Jun 06, 2014 6:19 am
Actually I think you might be right. It looks like I've got enough vram, but for some reason it's showing 0kb for geometry. It's only showing the memory taken by textures.
The plugin is using huge amounts of VRAM. If I load one figure the plugin uses somewhere around 1346mb of VRAM. The actual size of the textures is somewhere around 70mb. For instance, a 3.76mb 4096x4096 texture uses 65.5mb of VRAM. At least that is what the plugin is reporting.
I think it only correctly calculates geo/texture mem once the plugin is initialized and rendering, before that I've seen it reporting everything as VRAM, so you can't trust it completely. Again, try to do the geoshell on a single figure and see how much mem it's using.
Zimzooma, remember that the textures aren't compressed as they are in JPG format!
Texture and geo management is half the battle in octane. Daz textures are done without ANY thought of VRAM optimization (why would the be, it doesn't matter in DAZ), so sometimes applying some of the materials from the database to prop objects can save huge amounts of VRAM. Redspecs shaders on a single model uses more than a gig of memory unless you optimize them in other ways than the manual says you should.
I also usually set all my textures to 1/4 size and only size up if a shot needs it. Not need for a 4096 pixel texture on a person who's 100 pixels tall in the final render
Zimzooma, remember that the textures aren't compressed as they are in JPG format!
Texture and geo management is half the battle in octane. Daz textures are done without ANY thought of VRAM optimization (why would the be, it doesn't matter in DAZ), so sometimes applying some of the materials from the database to prop objects can save huge amounts of VRAM. Redspecs shaders on a single model uses more than a gig of memory unless you optimize them in other ways than the manual says you should.
I also usually set all my textures to 1/4 size and only size up if a shot needs it. Not need for a 4096 pixel texture on a person who's 100 pixels tall in the final render

GTX 780, 6 gigs of VRAM - Win 7 Home Premium 64 bits
Nearly constant crashing for one thing.
When I actually DO get to the final render stage, the only thing that renders is the base figure - both clothes and hair disappear.
I bought a 970 GTX, I have a friend who uses the card with Octane and says it works like a charm... But quite frankly I'm regretting buying Octane. =\
When I actually DO get to the final render stage, the only thing that renders is the base figure - both clothes and hair disappear.
I bought a 970 GTX, I have a friend who uses the card with Octane and says it works like a charm... But quite frankly I'm regretting buying Octane. =\
http://render.otoy.com/forum/viewtopic.php?f=44&t=46464Ashfire45 wrote:Nearly constant crashing for one thing.
When I actually DO get to the final render stage, the only thing that renders is the base figure - both clothes and hair disappear.
I bought a 970 GTX, I have a friend who uses the card with Octane and says it works like a charm... But quite frankly I'm regretting buying Octane. =\
Thank you very much for the reply!!
So it seems like other people have issues with the Final render button, and it won't make a difference to quality if I use the viewport render as opposed to the Final render? Why, that's excellent!!
Seems like I'm back on track, save for the frequent/constant crashes! Thank you! :B
So it seems like other people have issues with the Final render button, and it won't make a difference to quality if I use the viewport render as opposed to the Final render? Why, that's excellent!!
Seems like I'm back on track, save for the frequent/constant crashes! Thank you! :B