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Re: OcDS v1.2 - GENERAL DISCUSSION

Posted: Fri Mar 14, 2014 3:38 am
by wlebrun
Ive done that and its doing the same. So I guess the next step is to delete all the octane files in the Daz folder and see if re-installing helps.

Re: OcDS v1.2 - GENERAL DISCUSSION

Posted: Fri Mar 14, 2014 3:52 am
by t_3
wlebrun wrote:Ive done that and its doing the same. So I guess the next step is to delete all the octane files in the Daz folder and see if re-installing helps.
yes that would have been my next advice; files to look for - and remove:

octane.dat
octane.dll
vcomp100.dll
plordazs.dll


= any of their occurrences (where normally there should be only one each).
ideally use the windows search to find them in all of ds root- and sub-dirs, in case there were multiple copies...

Re: OcDS v1.2 - GENERAL DISCUSSION

Posted: Fri Mar 14, 2014 7:06 am
by wlebrun
all set up and running now. It was odd that the plugin on it own folder was back from march 2013. Deleting and reinstalling for me on my way. Thanks

Re: OcDS v1.2 - GENERAL DISCUSSION

Posted: Mon Apr 14, 2014 10:04 pm
by linvanchene
edited and removed by user

Re: OcDS v1.2 - GENERAL DISCUSSION

Posted: Mon Apr 14, 2014 10:59 pm
by t_3
linvanchene wrote:Would it be possible to show more information about the GPU in the plugin system tab like the PCI slot of the GPU?
in principle it could be done (at least for the windows version). the driver api (which i already use to get temperatures) provides - amongst other parameters - i.e. information about connected displays.

my problem here is that the gpu info i get from octane (needed for activation/priority) doesn't contain a particular handle/id to match the gpu info i query from the nvidia driver api; if there is a valid rule how to match octane gpu index <> nvidia gpu handle, it will of course be possible to mark the gpu currently used for display, as well as provide other infos from the nv driver api (i.e. max. overall temp, sli state, etc).

regarding the viewport: the nbr. of gpus should of course match the nbr. of activated gpus, so this is more or less a bug. matching temperatures also depends again on the above said...

Re: OcDS v1.2 - GENERAL DISCUSSION

Posted: Fri May 02, 2014 5:22 am
by Spectralis
I am going to update the DAZ plugin from Beta v1.0 R1.11 to v1.2. I have read the v1.2 guide but one thing I am not sure about - do I need to uninstall all v1.11 files before I install v1.2? Or can I install v1.2 without removing any v1.11 files?

Also, do I need to install the latest version of the standalone for the plugin to work properly?

Will I be able to use all my past DAZ projects with the new plugin version?

Re: OcDS v1.2 - GENERAL DISCUSSION

Posted: Fri May 02, 2014 10:05 am
by linvanchene
edited and removed by user

Re: OcDS v1.2 - GENERAL DISCUSSION

Posted: Sat May 03, 2014 3:15 am
by Spectralis
Thanks for your reply. I've held off updating because of the concern that my old projects won't load properly. Nearly all my projects up to now just use the materials that OR assigns when I open the plugin viewport. I've very rarely adjusted any materials in OR for any DAZ scene. So if that's the case wouldn't the projects load normally in the update as well? Or has the previous version of the plugin assigned parameters to the old DAZ project that can't be updated?

This is very confusing...:?

Re: OcDS v1.2 - GENERAL DISCUSSION

Posted: Sat May 03, 2014 5:56 am
by birdovous
Right now if you open the old scene it will load into DAZ but you will have to recreate all materials etc.

Personally I have switched to the new plugin because of the stability and ability to save material presets into standard DAZ .duf files (although this functionality is still bugged) and I'm waiting for a new version of the plugin which should be able to read and convert old plugin scene data into the new format. Until then, I have few old projects on hold as creating all the mats from scratch would be a nightmare...

Re: OcDS v1.2 - GENERAL DISCUSSION

Posted: Sat May 03, 2014 7:03 pm
by Spectralis
birdovous wrote:Right now if you open the old scene it will load into DAZ but you will have to recreate all materials etc.

Personally I have switched to the new plugin because of the stability and ability to save material presets into standard DAZ .duf files (although this functionality is still bugged) and I'm waiting for a new version of the plugin which should be able to read and convert old plugin scene data into the new format. Until then, I have few old projects on hold as creating all the mats from scratch would be a nightmare...
Do you mean all the materials that were automatically created when the scene was first opened in the previous version of the Octane Render plugin viewport or materials that a user assigned manually? Why can't the new plugin automatically assign materials (or translate DAZ materials) as if the old DAZ project is a new one? Has the previous plugin version attached files to older DAZ projects which the new plugin can't override? IOW has the previous plugin version contaminated all the DAZ projects that were opened in its viewport?