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Re: OctaneRender for DAZ Studio 3.0.0 [TEST]

Posted: Tue Dec 22, 2015 8:18 am
by jimgale
Bug: cannot set Mix Material amount manually - only with slider
badoct1.PNG

Re: OctaneRender for DAZ Studio 3.0.0 [TEST]

Posted: Tue Dec 22, 2015 9:52 am
by kibbycabbit
Does anyone notice scalp issue when applying almost any type of hair to any Genesis? I see blot of black on top head.

Re: OctaneRender for DAZ Studio 3.0.0 [TEST]

Posted: Tue Dec 22, 2015 10:14 am
by face_off
Does anyone notice scalp issue when applying almost any type of hair to any Genesis? I see blot of black on top head.
Set the Ray Epsilon to Manual and set it to the lowest setting you can that is not 0 (ie. 0.000001). If the black patch is still there, you need to move the hair vertices out from inside the scalp.
Does anyone know how to hide the hdri environment in 3? In 2 it was in the kernal settings.
This has not changed with Octane 3 - enable Kernel->Alpha Channel.

Paul

Re: OctaneRender for DAZ Studio 3.0.0 [TEST]

Posted: Tue Dec 22, 2015 12:37 pm
by garand3d
Does anyone notice scalp issue when applying almost any type of hair to any Genesis? I see blot of black on top head.
Set the Ray Epsilon to Manual and set it to the lowest setting you can that is not 0 (ie. 0.000001). If the black patch is still there, you need to move the hair vertices out from inside the scalp.
Alternatively, see if any of the hair materials/surfaces has Displacement, if it does try setting it to "none". Usually the hair cap is the biggest offender for me.

Re: OctaneRender for DAZ Studio 3.0.0 [TEST]

Posted: Wed Dec 23, 2015 2:15 pm
by JohnKent42
[quote="jimgale"]Bug: cannot set Mix Material amount manually - only with slider

I've found that sometimes data entry doesn't work when the viewport is open. Closing the viewport seems to re-enable input. Not sure if this is responsible for your problem, but manual entry is working for me at the moment

Re: OctaneRender for DAZ Studio 3.0.0 [TEST]

Posted: Sat Dec 26, 2015 5:44 am
by rajib
garand3d wrote:
Does anyone notice scalp issue when applying almost any type of hair to any Genesis? I see blot of black on top head.
Set the Ray Epsilon to Manual and set it to the lowest setting you can that is not 0 (ie. 0.000001). If the black patch is still there, you need to move the hair vertices out from inside the scalp.
Alternatively, see if any of the hair materials/surfaces has Displacement, if it does try setting it to "none". Usually the hair cap is the biggest offender for me.
Actually, in version 1 of the plugin, all hair worked without any problem. From version 2, this issue appeared for certain hair. I have tried the lowest Ray Epsilon, doesn't help. So in most cases I have to use a 'forehead out' morph if present or scale the hair/haircap or take it into ZBrush and create a custom morph. One thing you can do to avoid doing this every time you use the same hair is to save the changes to it as a 'Properties' preset (File->Save as->Properties preset) or as a Wearable preset (File->Save as->Wearable preset). If you save as a properties preset, load the hair, select it and then apply the properties preset that you saved for it. If you saved it as a wearable, just directly double click the icon for it and it will load the hair with all the changes you had made to it.
I prefer saving it as wearable preset. So basically all the hair that gave me a problem, I created a wearable preset for them with the fix for the hole. Now I just use the corresponding wearable preset to load the required hair without the problem.

Re: OctaneRender for DAZ Studio 3.0.0 [TEST]

Posted: Sat Dec 26, 2015 6:34 am
by swipswap
rajib wrote:Actually, in version 1 of the plugin, all hair worked without any problem.
Version 1 didn't have displacement, that is why you're seeing it now. This is like garand3d said, it's usually caused by the scalp surface for the hair intersecting with the head. Not sure why it causes the mesh to be cancelled out though, maybe Paul can answer that.
It's good that you found a solution. I personally will play with offset/mid-level of the displacement or remove it completely. Also adding a smoothing modifier (Edit > Object > Geometry > Apply Smoothing Modifier) to the hair in Daz can sometimes be a quick fix.

Re: OctaneRender for DAZ Studio 3.0.0 [TEST]

Posted: Sun Dec 27, 2015 3:23 am
by larsmidnatt
@rajib As others have said, try displacement. 1.x didn't have displacement support.

I only casually tested this as I'd rather wait a bit longer before tinkering, but I opened a 2.x scene and everything worked fine :) Which is great news really.

Thanks for getting us a test version so soon. I am excited for the future.

Re: OctaneRender for DAZ Studio 3.0.0 [TEST]

Posted: Sun Dec 27, 2015 3:12 pm
by Xertyos
jimgale wrote:Bug: cannot set Mix Material amount manually - only with slider
badoct1.PNG
I have experienced the same problem, apparently it happens when I'm using a lot of textures. Other parameters are interested as well.
Pausing the render solves the problem.

Re: OctaneRender for DAZ Studio 3.0.0 [TEST]

Posted: Mon Dec 28, 2015 11:22 am
by gaazsi
face_off wrote:
Does anyone notice scalp issue when applying almost any type of hair to any Genesis? I see blot of black on top head.
Set the Ray Epsilon to Manual and set it to the lowest setting you can that is not 0 (ie. 0.000001). If the black patch is still there, you need to move the hair vertices out from inside the scalp.

where can this ray epsilon setting be found? searched everything for a few times now but too blind :roll: