Just confirming that meshes set up as emitters do still duplicate under some circumstances what those circumstances are I can't nail down.
Is there a possibility that any mesh could be duplicated?
My gut tells me its somehow connectewd with different render options and geometry updates that result in multiple versions of the mesh being in existance which is easiest spotted with geografted parts or mesh emitters.
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no. you can check it with the stats: they come directly from the engine, and will always show the truth. number of skeletons + other objects (in the szene tree) = meshes in octane.Isotemod wrote:Is there a possibility that any mesh could be duplicated?
probably not. meshes are created on load once (or when adding primitives) and do never change apart from being rebuilt, but...Isotemod wrote:My gut tells me its somehow connectewd with different render options and geometry updates that result in multiple versions of the mesh being in existance which is easiest spotted with
when geografted parts are used, affected meshes exists twice in daz studio already. quite complicated to sort out for octane, there is next to no sdk documentation, it's barely tests, and may contain bugs.Isotemod wrote:geografted parts or mesh emitters.
btw, i have never seen this behavior here - can you please pm me a scene in this state?
„The obvious is that which is never seen until someone expresses it simply ‟
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
hi papillon!papillon wrote:Sorry if I missed it but... there is a OSX version?
to put it short: no, sorry;
ps: and i can't even think about starting a port until reaching a mature state for the windows version (means a bunch of months additional work)...
„The obvious is that which is never seen until someone expresses it simply ‟
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
Very nice updates, still playing. Yes this is only 5 min PT render and adjustment needed to wrist.
Win 11 64GB | NVIDIA RTX3060 12GB
I tried to update from an earlier version and it still showing the old version though some buttons have changed... Im not sure if i updated incorrectly.... Anyone have any input?
Version 3 of Poser 3.3.4.77/ Daz 3.3.4.25/ 3DS Max 3.03.4 - 4.20 octane plugins
X79 Sabertooth - i7-3930K 48GB RAM
MSI 1070 8GB Liquid Cooled
Windows 10 Pro x64 (ver. 1607)
X79 Sabertooth - i7-3930K 48GB RAM
MSI 1070 8GB Liquid Cooled
Windows 10 Pro x64 (ver. 1607)
currently only the build numbers and octane versions were updated (history and explanation here: http://render.otoy.com/forum/viewtopic.php?f=44&t=30137) - you will find the exact version number in the system tab above the message box...wlebrun wrote:I tried to update from an earlier version and it still showing the old version though some buttons have changed... Im not sure if i updated incorrectly.... Anyone have any input?
„The obvious is that which is never seen until someone expresses it simply ‟
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
- larsmidnatt
- Posts: 499
- Joined: Tue Sep 25, 2012 12:28 pm
is there a known bug regarding removing unused mats? Hasn't worked for me the last several times I tried it.
Win10 x64
i9 10900k 64GB
2080S 8GB
DS 4.15 OcDS Prime ^_^
i9 10900k 64GB
2080S 8GB
DS 4.15 OcDS Prime ^_^
- linvanchene
- Posts: 783
- Joined: Mon Mar 25, 2013 10:58 pm
- Location: Switzerland
edited and removed by user
Last edited by linvanchene on Fri Sep 05, 2014 2:41 am, edited 1 time in total.
- larsmidnatt
- Posts: 499
- Joined: Tue Sep 25, 2012 12:28 pm
Oh strange. Not sure how that works then because those materials shouldn't have been remember for any reason. I didn't try restarting the software though. Guess Ill try that next time. Yes some of the mats were gone, but still had so many it slowed down assigning textures to things.linvanchene wrote:As far as I remember you can only remove those unused materials that are not anymore in the DS "short term memory".larsmidnatt wrote:is there a known bug regarding removing unused mats? Hasn't worked for me the last several times I tried it.
Or to put it otherwise if you see that there are only a few materials left clicking on the button will have no effect. If you click on the button when the UI is allready crowded with mats you should see some mats removed.
Thx for explaining.
Win10 x64
i9 10900k 64GB
2080S 8GB
DS 4.15 OcDS Prime ^_^
i9 10900k 64GB
2080S 8GB
DS 4.15 OcDS Prime ^_^