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Re: OcDS 2.1 PRE RELEASE 2nd
Posted: Sat Nov 08, 2014 12:42 am
by Laticis
Hi, think I found a small issue....looking for confirmation.
Instances does not appear to be working.
Re: OcDS 2.1 PRE RELEASE 2nd
Posted: Sat Nov 08, 2014 1:03 am
by thd777
Laticis wrote:Hi, think I found a small issue....looking for confirmation.
Instances does not appear to be working.
Yes, the same over here. In the couple of tests I did only the original figure showed up. The instances remained invisible.
TD
Re: OcDS 2.1 PRE RELEASE 2nd
Posted: Sat Nov 08, 2014 3:12 am
by Laticis
Thanks THD

Re: OcDS 2.1 PRE RELEASE 2nd
Posted: Sat Nov 08, 2014 3:22 am
by t_3
withgoodman wrote:This is a problem that occurs in DAZ STUDIO4.7.
they exposed the boring "frame width" property which causes the daz camera property indexes to change. which now causes this slider in the viewport to get connected with "frame width" instead of "focal length" - it is even named correctly btw.
this is probably also messing up a couple of other things in the camera connection that rely on the (ds internal) camera property indexes...
Re: OcDS 2.1 PRE RELEASE 2nd
Posted: Sat Nov 08, 2014 3:25 am
by t_3
Laticis wrote:Hi, think I found a small issue....looking for confirmation.
Instances does not appear to be working.
confirmed... for the update after the closing in next one...
Re: OcDS 2.1 PRE RELEASE 2nd
Posted: Sat Nov 08, 2014 4:35 am
by Laticis
Sweet, thanks t_3

Re: OcDS 2.1 PRE RELEASE 2nd
Posted: Sat Nov 08, 2014 5:28 am
by Laticis
Oh, been meaning to add, the ability to save out Object Alpha Channels and Masks - ROCKS

Re: OcDS 2.1 PRE RELEASE 2nd
Posted: Sat Nov 08, 2014 6:15 am
by t_3
Laticis wrote:Oh, been meaning to add, the ability to save out Object Alpha Channels and Masks - ROCKS

i'll probably need to merge/extend that with the new render passes in octane. apart from that actually writing out a multi-layered psd file with mask channels (what was planned) might turn out as something rather impossible, at least to implement within a sane timeframe (because of some specific "issues" of the psd format)...
Re: OcDS 2.1 PRE RELEASE 2nd
Posted: Sat Nov 08, 2014 7:29 am
by Laticis
t_3 wrote:i'll probably need to merge/extend that with the new render passes in octane. apart from that actually writing out a multi-layered psd file with mask channels (what was planned) might turn out as something rather impossible, at least to implement within a sane timeframe (because of some specific "issues" of the psd format)...
It's a minor thing in the grand scheme but I would call it the icing on the cake if it could be implemented.
Especially for animation.
Re: OcDS 2.1 PRE RELEASE 2nd
Posted: Sat Nov 08, 2014 10:14 am
by rajib
Hi t_3,
Hope you are making good progress. Waiting for the next release to try out further things. Currently still sometimes getting empty materials while dragging and dropping materials form the LiveDB.
Octane plugin V2.1 R2.12.
1. Encountered a new problem. I was placing a gun prop and as you can see in the attached image that in Daz Studio is ok, but in the Octane plugin it appears in a different axis. This is with a still image. I don't do animations. Basically my character was holding a different prop gun and I deleted that and selected a new one.
2. Also, selecting 50% / 25% in the Octane Viewport, does not reduce the physical display dimension of the render image . It tries to show it at the same physical dimension hence resulting in a very blurry image.
3. Sometimes the geometry loads with a low resolution as though the "Use base geometries (faster, lower quality)" has been set, even though it hasn't.
Other problems I encountered have already been reported.
Update: I exported the scene to an Obj and opened it in standalone version, the gun was at the right position. Could not close and reopen the scene in DAZ to see if it showed properly as after I re-opened it as I had clicked "Live" on the Octane Viewport after the export and DAZ Studio hung and then crashed.
Best regards,
Rajib