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Re: OcDS 2.1 PRE RELEASE 4th
Posted: Tue Nov 25, 2014 6:07 pm
by Liagriest
rajib i saw that happen once in pre prelease 3 but not in 4 so far.
I will try the animation plugin and let you know how it goes.
Re: OcDS 2.1 PRE RELEASE 4th
Posted: Tue Nov 25, 2014 6:42 pm
by Spectralis
Liagriest wrote:rajib i saw that happen once in pre prelease 3 but not in 4 so far.
I will try the animation plugin and let you know how it goes.
I've had this problem in v1.2 of the plugin when rendering animation and was hoping that v2 of the plugin would resolve this. I'm still sitting on the fence about installing v2 due to concerns like this.
Re: OcDS 2.1 PRE RELEASE 4th
Posted: Tue Nov 25, 2014 9:55 pm
by Liagriest
Spectralis wrote:Liagriest wrote:rajib i saw that happen once in pre prelease 3 but not in 4 so far.
I will try the animation plugin and let you know how it goes.
I've had this problem in v1.2 of the plugin when rendering animation and was hoping that v2 of the plugin would resolve this. I'm still sitting on the fence about installing v2 due to concerns like this.
if you need animation... the plugin isn't there yet. The plugin is awesome on so many levels.. just not animation. I am praying that the next release fixes this because I am addicted...
Re: OcDS 2.1 PRE RELEASE 4th
Posted: Wed Nov 26, 2014 2:14 am
by jimgale
rajib wrote:(after clicking Final)Rajib
Wow, that's FINAL alright. Aptly named.
Re: OcDS 2.1 PRE RELEASE 4th
Posted: Wed Nov 26, 2014 10:19 am
by Hubby72
In old Plugin i was able to assign instead of assigning material a had the choice to create a simple light source or a textured light source.
In newer Plugin Version these choices are gone.
I can set in NGE the material o diffuse and add emission to it but light behaviour is total different then before.
Am i the only who recognizes this ?
Re: OcDS 2.1 PRE RELEASE 4th
Posted: Wed Nov 26, 2014 1:19 pm
by rajib
hmmmmm.... You should be able to see it. It's still there. But if you use it, it will result in a crash. So for the time being using it through the NGE is the only way to add an emitter. Attaching a screenshot of the version of the plugin with the options. It does behave a bit differently. You basically need to set everything up manually.
I am using Daz 4.6 and the v2.1 R12 (4th release)
Hubby72 wrote:In old Plugin i was able to assign instead of assigning material a had the choice to create a simple light source or a textured light source.
In newer Plugin Version these choices are gone.
I can set in NGE the material o diffuse and add emission to it but light behaviour is total different then before.
Am i the only who recognizes this ?
Re: OcDS 2.1 PRE RELEASE 4th
Posted: Wed Nov 26, 2014 3:44 pm
by Hubby72
Oh thanks. It in the right-click menue

I always used in old plugin version the "selected" button. And there it is missing.
Possible that it behave different because is set it up manually different. Never done it before that way
Thanks for that.
Re: OcDS 2.1 PRE RELEASE 4th
Posted: Wed Nov 26, 2014 5:44 pm
by rajib
Hubby72, you can try the following. Add a 'Texture Emission' in the NGE. Then change the 'Emission / Texture Emission' to the same texture that is in the Diffuse settings. After that just adjust the power in the 'Emission / Texture Emission' to have enough light while still showing the texture details.
An example :
Settings used :
In the above image, the texture stills shows while it also glows. If you increase the power too much you will loose the texture details though it will light up the surrounding more.
You can play around with the settings until you achieve the effect you are looking for. Also in the 'Emission / Texture Emission' settings you can change the 'Greyscale Color' for the texture to 'RGB Color' to add a color accent.
You can look at my render in the other post :
http://render.otoy.com/forum/viewtopic. ... 30#p212895 .
There I used 'RGB Color' instead of texture in the 'Emission / Texture Emission' node. Hence the 2 CamBots have different color lights but the texture details are not visible.
Basically for the Emission, I don't think the diffuse settings matter that much. It is what you put inside the 'Emission / Texture Emission' node that matters.
Hubby72 wrote:Oh thanks. It in the right-click menue

I always used in old plugin version the "selected" button. And there it is missing.
Possible that it behave different because is set it up manually different. Never done it before that way
Thanks for that.
Re: OcDS 2.1 PRE RELEASE 4th
Posted: Wed Nov 26, 2014 7:38 pm
by linvanchene
rajib wrote:
In the above image, the texture stills shows while it also glows. If you increase the power too much you will loose the texture details though it will light up the surrounding more.
Do not worry about how bright or dark the environment is when adjusting how the light emitting texture looks.
- Just adjust the power setting of the light emitter so that the light emitting texture looks about right to you.
The complete scene will now probably be too dark. Thats ok.
- Go to
Render Settings / Camera Imager and adjust either the
Exposure or
F-stop values to raise or lower the overall brightness of the complete scene to the right amount you want.
You could also use the ISO setting but that may also simulate some unwanted noise.
For more information about the camera imager settings compare:
http://render.otoy.com/manuals/Standalo ... age_id=411
- - -
Re: OcDS 2.1 PRE RELEASE 4th
Posted: Wed Nov 26, 2014 8:11 pm
by Hubby72
Ah linvanchene , that is nice info that camera settings will have impact.
I already did what rajib also describes , but that is what i mean with different behaviour.
The lights i setup that way did not had the same distribution and power as i had it before. Much less power and not the same values of distribution - no matter how high set the the level.
At the end it messes up my lights because to much power ends up in very grainy scene.
For me know it very different to play with emitter lights then it was in 1.2. In my opinion unnessesary because he just mixed up the controls and settings. The way how it works is as far a understood the same as before.