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Re: OctaneRender 3 for DAZ Studio [TEST and STABLE]
Posted: Mon Apr 10, 2017 10:41 pm
by face_off
1. Download & Install:
https://www.sharecg.com/v/87623/browse/ ... Props-Iray
2. Switch to OCDS/Textures tab.
3. Load the paper straw from "/Props/AllenArt Props/Milkshakes/" and select.
4. Navigate to "/Props/AllenArt Props/Milkshakes/iRay Materials/Paper Straws/"
5. Change material to "Plain White".
6. Change material back to "Red White Stripe" (notice the rogue texture appears)
7. Save scene.
8. Clear and load the newly saved scene using "Don't load unused Materials" (this option does not affect the state of this texture).
Thanks for the effort to work this out. I couldn't get any rogue texturemaps using the method which had the red background. However the textures I see which appear to be rogue are actually textures using by the Iray material - so once I "Create as auto materials" for the straw object, they are then used, and therefor not rogue. Is it possible that the texturemaps you are seeing are used in the DAZStudio scene, but not Octane?
Paul
Re: OctaneRender 3 for DAZ Studio [TEST and STABLE]
Posted: Tue Apr 11, 2017 5:30 am
by vortex3d
face_off wrote:1. Download & Install:
https://www.sharecg.com/v/87623/browse/ ... Props-Iray
2. Switch to OCDS/Textures tab.
3. Load the paper straw from "/Props/AllenArt Props/Milkshakes/" and select.
4. Navigate to "/Props/AllenArt Props/Milkshakes/iRay Materials/Paper Straws/"
5. Change material to "Plain White".
6. Change material back to "Red White Stripe" (notice the rogue texture appears)
7. Save scene.
8. Clear and load the newly saved scene using "Don't load unused Materials" (this option does not affect the state of this texture).
Thanks for the effort to work this out. I couldn't get any rogue texturemaps using the method which had the red background. However the textures I see which appear to be rogue are actually textures using by the Iray material - so once I "Create as auto materials" for the straw object, they are then used, and therefor not rogue. Is it possible that the texturemaps you are seeing are used in the DAZStudio scene, but not Octane?
Paul
The confusion comes from seen unused textures with "X"s next to them and my expectation of "X" being a DELETE function.
I also couldn't find any documentation on this behavior via help button.
Thanks for time and clarification.

Re: OctaneRender 3 for DAZ Studio [TEST and STABLE]
Posted: Tue Apr 11, 2017 6:29 am
by face_off
The confusion comes from seen unused textures with "X"s next to them and my expectation of "X" being a DELETE function.
I also couldn't find any documentation on this behavior via help button.
Yes - I agree. The documentation (
https://docs.otoy.com/manuals/products/ ... tures-tab/) indicates the X is used to sort by filetype.
Paul
Re: OctaneRender 3 for DAZ Studio [TEST and STABLE]
Posted: Tue Apr 11, 2017 7:36 am
by vortex3d
face_off wrote:The confusion comes from seen unused textures with "X"s next to them and my expectation of "X" being a DELETE function.
I also couldn't find any documentation on this behavior via help button.
Yes - I agree. The documentation (
https://docs.otoy.com/manuals/products/ ... tures-tab/) indicates the X is used to sort by filetype.
Paul
I was referring to the X next to each texture, not the header [x]. All the others are self explanatory; Color, Gray, Light, Etc. This X leads me to believe I can remove the texture from the list. If It's unused in OCDS, there's no need to list it. At least that's my logic. If I see a list of unused textures marked with Xs, I'm thinking junk.
Re: OctaneRender 3 for DAZ Studio [TEST and STABLE]
Posted: Fri Apr 28, 2017 4:47 pm
by ambientlight
Is 3.06 test available for those with subscription?
Thanks.
Re: OctaneRender 3 for DAZ Studio [TEST and STABLE]
Posted: Fri Apr 28, 2017 11:08 pm
by face_off
Is 3.06 test available for those with subscription?
I am working on the 3.06 version at the moment - hopefully it will only be a day or two away.
Paul
Re: OctaneRender 3 for DAZ Studio [TEST and STABLE]
Posted: Sat Apr 29, 2017 1:53 pm
by vortex3d
face_off wrote:Is 3.06 test available for those with subscription?
I am working on the 3.06 version at the moment - hopefully it will only be a day or two away.
Paul
Thanks Paul, I was wondering the same. Can't wait!

Re: OctaneRender 3 for DAZ Studio [TEST and STABLE]
Posted: Sun Apr 30, 2017 6:26 am
by rajib
face_off wrote:Is 3.06 test available for those with subscription?
I am working on the 3.06 version at the moment - hopefully it will only be a day or two away.
Paul
Thanks Paul. Eagerly waiting for it. Btw. one of the problems that I had reported before (
viewtopic.php?f=44&t=55214&p=295786&hilit=+bag#p295786) seems to have been resolved. Now I am able to load the mirrored accessory properly

. Not sure in which version it got fixed but I just saw the prop again and thought of giving it a try and it worked perfectly. Thanks for that. Probably it got resolved with some of the bug fix and code clean up you have done.

- Issue fixed
Re: OctaneRender 3 for DAZ Studio [TEST and STABLE]
Posted: Wed May 03, 2017 2:37 am
by face_off
I have updated the stable installer at the top of this thread with:
3.6.5.33
- Compiled with Octane 3.06 - see
viewtopic.php?f=24&t=60014 for details
- Added Add, Compare, Subtract and Triplanar texture mappings as per Octane 3.06
3.6.3.32
- Renamed the Camera->OctaneRender->Bokeh sharpness parameter to Aperture Edge
- Added Camera Visibility to the OctaneRender parameters group (for meshes)
3.5.3.31
- Added error message if you try to import an OCS/ORBX which contains more than one material
- Fixed a number of IRay material conversion issues
Paul
Re: OctaneRender 3 for DAZ Studio [TEST and STABLE]
Posted: Wed May 03, 2017 2:56 am
by rajib
face_off wrote:I have updated the stable installer at the top of this thread with:
3.6.5.33
- Compiled with Octane 3.06 - see
viewtopic.php?f=24&t=60014 for details
- Added Add, Compare, Subtract and Triplanar texture mappings as per Octane 3.06
Paul
Thanks Paul. Will give it a test run now

.
Update:
Just ran it and first thing I noticed that my scene loaded properly the first time itself. No wrong placement / orientation of any item on the scene. Previously I always got that and a rebuild scene was required to get everything back to the correct orientation. Thanks for that. Though it was a minor irritation but seeing everything load the first time around makes for a such a better experience

.
2nd Update:
Spoke too soon. That problem is still there. I am trying to nail it down in terms of repeating steps. My first scene had loaded without any issues. But the second time I loaded it, most of the elements were placed wrong until I did a rebuild scene. Then it became ok. Reload forced does not solve the issue.