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Re: OctaneRender for DAZ Studio 3.0 beta 1 [TEST]
Posted: Wed May 11, 2016 10:57 am
by linvanchene
edited and removed parts to focus on main points of concern.
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In regards to rendering animations with OcDS I got the impression that we are stuck in some kind of loop.
-> Not all OR standalone features are supported in the OctaneRender for DAZ Studio plugin.
-> To use some more advanced features like Render Layers or OR standalone scripts we would have to export the animation to OctaneRender standalone.
BUT
-> Animation export from OcDS to OctaneRender standalone is not fully working.
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On the positive side:
t_3 added options to animate OctaneRender materials and parameters that are not available in some of the other plugins.
-> So you certainly can render animations with those features available if they are all you need for the project.
Personally I will wait with advanced animation tests until save and resume, export to OR standalone and OR could are fully operational.
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Re: OctaneRender for DAZ Studio 3.0 beta 1 [TEST]
Posted: Wed May 11, 2016 11:55 am
by face_off
-> Animation export from OcDS to OctaneRender standalone is not fully working.
What is not working pls?
If you want to do a 60 hour animation it seems that you could profit from waiting until the resume render functionality is fully operational also in OcDS.
I am not clear how this would help with rendering an animation. If the animation failed for some reason, you could simply restart DAZStudio and resume rendering the animation from the last frame rendered. I don't think the "Resume render" functionality assists in this area. My understanding is that it is more for very long render-time, super hi-res still, where you might want to stop and that resume at a later date.
Paul
Re: OctaneRender for DAZ Studio 3.0 beta 1 [TEST]
Posted: Wed May 11, 2016 1:42 pm
by linvanchene
face_off wrote:-> Animation export from OcDS to OctaneRender standalone is not fully working.
What is not working pls?
compare:
Animation Export OcDS to OR Standalone - State 3.0.12.20
viewtopic.php?f=44&t=53947
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Re: OctaneRender for DAZ Studio 3.0 beta 1 [TEST]
Posted: Wed May 11, 2016 5:02 pm
by Spectralis
Thanks for the replies. So far the v3 animation render is going well. I stopped it at the beginning to compare a v3 animation render frame to a still one I rendered using v2 and they seem to be the same. When I restarted the v3 animation render it carried on from the next frame as normal. This scene doesn't use any of the advanced features found in v3 so perhaps there's less chance of things going wrong.
Just need to say again that I'm seeing at least a 30% render speed increase with v3 on the same scene using the same settings as v2.

Re: OctaneRender for DAZ Studio 3.0 beta 1 [TEST]
Posted: Sat May 14, 2016 5:51 am
by MyRho
Hi.
For me the latest version of the plugin renders incredibly slooooowwww....
I've made a scene with a single G3, a little prop and a transmapped hair (all using redsspec tgx-shaders), tried to render it in 1.800x2.400 px.
Using the old version of the plugin: ~1 hrs 33 mins, the new: 7 hrs 35 mins. (Both: 1500 samples, path tracing)
Maybe there are some new settings I didn't find yet?
Re: OctaneRender for DAZ Studio 3.0 beta 1 [TEST]
Posted: Sat May 14, 2016 6:58 am
by face_off
For me the latest version of the plugin renders incredibly slooooowwww....
I've made a scene with a single G3, a little prop and a transmapped hair (all using redsspec tgx-shaders), tried to render it in 1.800x2.400 px.
Using the old version of the plugin: ~1 hrs 33 mins, the new: 7 hrs 35 mins. (Both: 1500 samples, path tracing)
Maybe there are some new settings I didn't find yet?
What was the "old version" release number? Have you following the link in my signature?
Paul
Re: OctaneRender for DAZ Studio 3.0 beta 1 [TEST]
Posted: Mon May 16, 2016 2:55 pm
by Veneris
MyRho wrote:Hi.
For me the latest version of the plugin renders incredibly slooooowwww....
I've made a scene with a single G3, a little prop and a transmapped hair (all using redsspec tgx-shaders), tried to render it in 1.800x2.400 px.
Using the old version of the plugin: ~1 hrs 33 mins, the new: 7 hrs 35 mins. (Both: 1500 samples, path tracing)
Maybe there are some new settings I didn't find yet?
You need to do it all again in your scene with the new version of the plug-in.
Re: OctaneRender for DAZ Studio 3.0 beta 1 [TEST]
Posted: Tue May 17, 2016 12:20 am
by Notiusweb
You can throttle render speeds too with kernel settings' Parallel samples and max tile samples.
I found if I set these 2 values at their highest, it will render about same speed as V2.
Or, you can set at their lowest values to make it nice and slow, which feels really good (...that's what she said...)
Re: OctaneRender for DAZ Studio 3.0 beta 4 [TEST]
Posted: Sat May 21, 2016 6:16 am
by face_off
I have refreshed the installer at the top of this thread with:
3.0.15.21
- Compiled with Octane 3 beta 4 (3.0.15).
- Animation motion blur is now working again. Use the current camera Motion Blur and Shutter Speed parameters to set this up. WARNING: Both these parameters can be animated, so make sure you go to frame 0 to set these up for the entire animation sequence. The plugin does NOT pickup the FPS from the DAZStudio Timeline - so you should set DAZStudio to Octane's default fps of 24.0 fps. Motion blur is also working when exporting to OCS via System->Alembic Export
- Changed the Message box in the System to Octane Log, which can now be copied into the clipboard
- Potential fix to random crash when material picking
- The plugin will still authenticate, even if no render GPU's are detected
- IMPORTANT: Because the resolution settings are now saved in a different node in Octane, resolution settings from scene saved with previous version of the plugin may behave differently. Pls report any issue you find.
Paul
Re: OctaneRender for DAZ Studio 3.0 beta 4 [TEST]
Posted: Sat May 21, 2016 5:32 pm
by SiliconAya
Does object based motion blur work, or is that still on the todo list? (not sure if the post I read was old or not).
I've only really been still single renders with object based motion blur via alembic exports to standalone, but it's a bit of a pain as I have to fixed things that don't export correctly.