OcDS Setup v2.2 (last Beta)

DAZ Studio Integrated Plugin (Integrated Plugin maintained by OTOY)

Moderator: BK

Forum rules
Please keep character renders sensibly modest, please do not post sexually explicit scenes of characters.
Post Reply
User avatar
t_3
Posts: 2871
Joined: Tue Jul 05, 2011 5:37 pm

asennov wrote:dzApp->getImageMgr()->getImage("T:/mytextures/tex.jpg")->getImageData(targetQImage);

or some of findImage methods of DzImageMgr?
well, i know the api. unfortunately this all just reads maps from disk again. daz uploads them to ogl and don't keep them in ram. i have asked for a signal during loading, but even if there will be ever a new sdk and more surprising with such a signal, it would be tricky, since it is not possible to create the octane materials at this point, and pre-caching all maps in ram would be no good idea also. moreover, when storing octane data from its own xml format, octane loads the maps again from disk whenever a node is created from the xml export string (which would need even more complicated stuff to avoid).

and as i said: i work with non-thread-safe apis, and obviously most thing i do need to access either one or the other. my most intensive task in the ui thread is mesh building (world coords translation, triangulation, uv-checking, etc.) which needs around 100ms per 1mil. polys on a typical quad-core. and it needs to be in the ui thread as otherwise either octane or studio will crash, or the geometry data is going to be messed up. i have tested that all, more than once, and i use threads where it is possible and at least a little useful.

and now i'd say enough of that; hope you got some picture of what happens and what not and why.

ps: when something feels fishy, in particular in such cases a video would help to judge if i need to look for a possible problem; and in that case to open an internal event monitor by pressing ctrl+alt+shift+m before doing one.
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
gaazsi
Licensed Customer
Posts: 113
Joined: Mon Jul 07, 2014 10:06 am

after testing for 2 long days... i have to say... very nice work, none of my old bugs remaining! now its fun again to render with ocds :mrgreen:
asennov
Licensed Customer
Posts: 93
Joined: Fri Sep 12, 2014 7:02 pm
Location: Smolensk, Russia

t_3 wrote: and now i'd say enough of that; hope you got some picture of what happens and what not and why.
Sure, I've got your point, as I said it's not the worst thing.

What about real showstoppers? (in order of importance for me):
1. wrong geometry - smoothing modifier, misplaced props, base mesh instead of subd
2. backward compability, at least for materials but environments are important too
Win 7SP1 64bit | i7 3770 | 32Gb RAM | 2x780GTX
User avatar
larsmidnatt
Licensed Customer
Posts: 499
Joined: Tue Sep 25, 2012 12:28 pm

asennov wrote: 2. backward compability, at least for materials but environments are important too
How far back are you going? My 2x materials seemed fine but I haven't extensively tested them.

And for animation have you tried rendering with interactive update on the objects in question? I don't know if this still helps, but in the past it helped with smoothing. I haven't tested, lately so no clue...
Win10 x64
i9 10900k 64GB
2080S 8GB
DS 4.15 OcDS Prime ^_^
asennov
Licensed Customer
Posts: 93
Joined: Fri Sep 12, 2014 7:02 pm
Location: Smolensk, Russia

larsmidnatt wrote:
asennov wrote: 2. backward compability, at least for materials but environments are important too
How far back are you going? My 2x materials seemed fine but I haven't extensively tested them.
1.2 beta is the latest officially released beta until now. I didn't anything serious in 2.x because of frequent crashes.
larsmidnatt wrote: And for animation have you tried rendering with interactive update on the objects in question? I don't know if this still helps, but in the past it helped with smoothing. I haven't tested, lately so no clue...
Interactive updates make things better (thanks for tip) but do not fully eliminate the problem, just make it less frequent and more random (Studio spends more time on frame and that gives plugin a chance to pick up geometry changes, but that's only a chance, not for sure :) ). I've just rendered that shot with low spp for speed and interactive updates turned on and there are 2 frames of 180 with this problem.
Win 7SP1 64bit | i7 3770 | 32Gb RAM | 2x780GTX
asennov
Licensed Customer
Posts: 93
Joined: Fri Sep 12, 2014 7:02 pm
Location: Smolensk, Russia

So... inevitable happened. It has crashed.

First I've loaded the scene that was quite heavy with textures (1.2 loaded and rendered it fine) and seen this funny chart:
vram chart
vram chart
Then, it crashed when loading next scene. (Can provide the crash dump)
Win 7SP1 64bit | i7 3770 | 32Gb RAM | 2x780GTX
User avatar
Hydra
Licensed Customer
Posts: 263
Joined: Mon Jan 12, 2015 5:36 pm

larsmidnatt wrote: Geo-grafting has its quirks I have noticed. But they might be fixable with some workarounds or settings. Seams are pretty noticable in some scenarios, and I swear there is some geometry overlap going on where both the original geometry and the geo-graft are both rendering.

Not extensive testing yet so I would need more time to be certain.
I suspect its incompatibility between displacements/bumps/normals. The further I deviate from stock skins/geografts, the more I see issues.

I haven't had any stability issues, the plug in is working like a champ;
Attachments
Quick render.
Quick render.
-----------------
Intel i7-4790K, Asus Z97-A, Corsair 32GB DDR3 1866MHz CL9, 2XAsus STRIX GTX980 DirectCU II OC 4GB, 4XSamsung 840 EVO Raid 10, Win 7 x64 Pro.
User avatar
linvanchene
Licensed Customer
Posts: 783
Joined: Mon Mar 25, 2013 10:58 pm
Location: Switzerland

First thank you for this update.
I was not able to do a lot of testing yet but I am allready happy to see a lot of reported issues resolved and am happy to discover very welcome improvments to the UI.

I especially like that the color scheme for the node pins is now also used in the material lists.
Makes it a lot easier to find the proper settings based on the colors and getting familiar with which pins connect to which inputs.


- - -

@ issues related to manually entering numbers
thongology wrote:
t_3 wrote:
thongology wrote:Anyone else having trouble typing exact values into the NGE? Or the LDB when searching for a material? More often than not I am unable to type exact values; only the sliders work.
what happens? does the input field go out of focus, so that the value is reverted?

this could happen when the mouse is moved away, and another ui-element captures the mouse focus - this would trigger esc/input-undo on the last active input field.

i was able to force such a behavior by moving the mouse around a bit (after clicking into an input field), and at some point it went inactive - what it actually shouldn't do. if it's that, there should be a fix - once i found out what other element(s) may steal mouse focus but should not.
This sounds like exactly the problem. Mouse focus is being stolen by some UI element, but not being given back when the mouse is moved into a different UI element.
Two practical examples when and how this issue happens:

Example 1:

- start DS
- place sphere in the scene
- open OcDS viewport
- click on the focal lenght entry field to activate it
- try to enter "50" manually by using number keys on your keyboard

Result:
the entry of 5 and 0 is not accepted
manual focal lenght or F - stop entry is not possible<br /><br />Note: The DS &quot;Node selection tool&quot; is selected
manual focal lenght or F - stop entry is not possible

Note: The DS "Node selection tool" is selected
- - -
- - -

Example 2:
- click on the F-stop entry field to activate it
- try to enter "1.4" in the F-stop box by using number and dot keys on your keyboard

Result:
- clicking on 1 does not yield an input in the field
- clicking on "." yields to move the selected tool in the DAZ Studio tool selection
using the &quot;dot&quot; key when entering numbers switches selected tool<br />Example 1.4<br />Note:<br />You can see that now the DS translate tool is selected
using the "dot" key when entering numbers switches selected tool
Example 1.4
Note:
You can see that now the DS translate tool is selected
It does not seem to make a difference if one uses the numbers and dot keys on the main keyboard or on the Num pad.
Win 10 Pro 64bit | Rendering: 2 x ASUS GeForce RTX 2080 Ti TURBO | Asus RTX NVLink Bridge 4-Slot | Intel Core i7 5820K | ASUS X99-E WS| 64 GB RAM
FAQ: OctaneRender for DAZ Studio - FAQ link collection
Spectralis
Licensed Customer
Posts: 561
Joined: Thu Jun 06, 2013 10:21 pm

I found that when entering numbers it's necessary to actually press enter for them to change. Don't know if this will work for everyone.

So far I'm really enjoying using the plugin. The only problem so far is that when I load custom characters the material amount is set at 0.85% instead of 1 creating a strange light effect on the skin material. I just set them all to 1 and all is well but it would be helpful if the skin materials were set to 1 when loaded.
ASUS Maximus VI Extreme, i7 3770k, 32GB RAM, 4 x GTX760 4GB, Win 8.1 x64.
User avatar
birdovous
Licensed Customer
Posts: 155
Joined: Tue Jul 23, 2013 5:33 pm

Finally got to installing the DAZ 4.8 and the OcDS v2.2.

All seems to work relatively well except for one odd message that just keeps popping up in the System/Messages part of the plugin while rendering (screenshot attached). I have never seen this message in past. Truth is, that in past I was using a GTX Titan and a GTX 780 Ti while now I replaced them by two GTX Titan X cards. Nvidia driver version is 353.06.

I tried to google the message and search the forums in here but I did not find any clues.

Any ideas?
Attachments
oc_power.jpg
Birdovous
Master: Core i7 2600K, 32GB RAM, 2x EVGA GTX Titan X (SC)
Slave 1: Core i5 4460, 16GB RAM, 2x EVGA GTX 1080 Ti SC2
Slave 2: Core i7 9700K, 64GB RAM, 2x ASUS RTX 2080 Ti
Post Reply

Return to “DAZ Studio”