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Re: OcDS UPDATE v1.0.113.2313 - CURRENT
Posted: Fri Jun 14, 2013 10:23 pm
by Isotemod
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.
Re: OcDS UPDATE v1.0.113.2313 - CURRENT
Posted: Fri Jun 14, 2013 10:34 pm
by t_3
Isotemod wrote:Is there a possibility that any mesh could be duplicated?
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: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
probably not. meshes are created on load once (or when adding primitives) and do never change apart from being rebuilt, but...
Isotemod wrote:geografted parts or mesh emitters.
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.
btw, i have never seen this behavior here - can you please pm me a scene in this state?
Re: OcDS UPDATE v1.0.113.2313 - CURRENT
Posted: Fri Jun 14, 2013 10:37 pm
by t_3
papillon wrote:Sorry if I missed it but... there is a OSX version?
hi papillon!
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)...
Re: OcDS UPDATE v1.0.113.2313 - CURRENT
Posted: Sun Jun 16, 2013 4:07 am
by Tugpsx
Very nice updates, still playing. Yes this is only 5 min PT render and adjustment needed to wrist.

- Testing update features
Re: OcDS UPDATE v1.0.113.2313 - CURRENT
Posted: Sun Jun 16, 2013 12:31 pm
by wlebrun
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?
Re: OcDS UPDATE v1.0.113.2313 - CURRENT
Posted: Sun Jun 16, 2013 12:39 pm
by t_3
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?
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...
Re: OcDS UPDATE v1.0.113.2313 - CURRENT
Posted: Sun Jun 16, 2013 1:01 pm
by wlebrun
thank you I am on track again.
Re: OcDS UPDATE v1.0.113.2313 - CURRENT
Posted: Fri Jun 21, 2013 7:11 pm
by larsmidnatt
is there a known bug regarding removing unused mats? Hasn't worked for me the last several times I tried it.
Re: OcDS UPDATE v1.0.113.2313 - CURRENT
Posted: Sun Jun 23, 2013 1:07 am
by linvanchene
edited and removed by user
Re: OcDS UPDATE v1.0.113.2313 - CURRENT
Posted: Sun Jun 23, 2013 2:59 am
by larsmidnatt
linvanchene wrote:larsmidnatt wrote:is there a known bug regarding removing unused mats? Hasn't worked for me the last several times I tried it.
As far as I remember you can only remove those unused materials that are not anymore in the DS "short term memory".
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.
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.
Thx for explaining.