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Re: OctaneRender 3 for DAZ Studio [TEST and STABLE]
Posted: Sun Jun 18, 2017 7:56 am
by garand3d
I could not reproduce this issue with V7. I can you show me the DAZStudio shader for EyeMoisture? And can also send a screenshot after you click Nodegraph Editor for the EyeMoisture material pls?
Did you try to reproduce it using the new test release?
I've just updated to test build 3.6.4.34 and I can no longer reproduce this issue with V7 or any other Genesis 3 characters I have... it seems to have been fixed, at least for G3 characters. EyeMoisture is correctly (I presume) converted to Specular now instead of Glossy as in the previous OcDS build where I first encountered this issue.
However allow me to use the same bottle that still has the issue persisting, it should be analogous to the EyeMoisture. I think it's safe to assume that there are other figures and props that are still affected by the issue, I will report it if I find it.

- Sorry, should've shown this earlier. As you can see Roughness and Opacity are connected to the same Greyscale node. The same thing that used to happen to the EyeMoisture
Re: OctaneRender 3 for DAZ Studio [TEST and STABLE]
Posted: Sun Jun 18, 2017 9:18 am
by face_off
However allow me to use the same bottle that still has the issue persisting, it should be analogous to the EyeMoisture. I think it's safe to assume that there are other figures and props that are still affected by the issue, I will report it if I find it.
Can you post screenshots showing the rest of the shader pls?
Thanks
Paul
Re: OctaneRender 3 for DAZ Studio [TEST and STABLE]
Posted: Sun Jun 18, 2017 2:25 pm
by bblogoss
I think there is a problem with G8F default material conversion
latest plugin version 3.6.5.33 of june 16
Re: OctaneRender 3 for DAZ Studio [TEST and STABLE]
Posted: Sun Jun 18, 2017 6:12 pm
by TRRazor
I think there is a problem with G8F default material conversion
It's not a conversion issue, it's the maps DAZ3D uses in their new skin shader. They take a heavily yellow-filtered diffuse and blend it with a red-blue SSS map to achieve a half-way realistic skin color. Unfortunately - at least at this point, this blending isn't implemented in the standard conversion yet.
Our upcoming RedSpec SSS shader update for G8F will actually fix this, you can see the result here:
http://trrazor.deviantart.com/art/Victo ... -686824238 and here
http://trrazor.deviantart.com/art/RedSp ... -686621863.
Re: OctaneRender 3 for DAZ Studio [TEST and STABLE]
Posted: Mon Jun 19, 2017 12:30 am
by face_off
I think there is a problem with G8F default material conversio
It also looks like the bump is too high. I would be interested to hear others experiences. You can change the bump conversion factor in the Preferences tab.
Paul
Re: OctaneRender 3 for DAZ Studio [TEST and STABLE]
Posted: Mon Jun 19, 2017 4:49 am
by garand3d
Can you post screenshots showing the rest of the shader pls?
Certainly, here they are.
Re: OctaneRender 3 for DAZ Studio [TEST and STABLE]
Posted: Mon Jun 19, 2017 3:21 pm
by TRRazor
And this would be Victoria 8's shader
Re: OctaneRender 3 for DAZ Studio [TEST and STABLE]
Posted: Mon Jun 26, 2017 11:54 pm
by face_off
garand3d - I cannot reproduce the problem you are having if I use a material as per your screenshots. Are you able to send me a scene with that material used on a cube primitive pls?
Thanks
Paul
Re: OctaneRender 3 for DAZ Studio [TEST and STABLE]
Posted: Tue Jun 27, 2017 1:30 pm
by garand3d
Paul - I just PM'ed you the cube.
Cheers
Re: OctaneRender 3 for DAZ Studio [TEST and STABLE]
Posted: Fri Jun 30, 2017 1:00 am
by face_off
I have updated the installer at the top of this thread with:
3.6.4.34
- Compiled with Octane 3.06.4
- Fixed issue where the Genesis 8 figure EyeMoisture surface was rendering with a clay material
- Fixed issue where the plugin would stop saving Preferences settings. You will need to delete C:\Users\[username]\OctaneRender\Data\OctaneRender_settings.oczdb in order for this change to be applied
- Fixed issue where the Camera Bokeh controls were not live-updating the Octane camera
- Fixed issue where Perspective Correction and Spherical Distortion were not being set correctly when opening the Viewport
Paul