I knew there was a reason I stopped updating it, thanks for the reminder, Lars
@ kraken
Under the system tab, there is an array of import/export options. I almost never touch the standalone, so won't presume to have tested them, but they seem intended to meet your need for material transfer.
I have caused an issue with duplicate formulas (slightly different message from the normal duplicate_IDs one that is synonymous with Genesis) in several scenes. Though I also can find no relation between them (different figures/morphs/sometimes entirely unrelated prop sets), t_3 seemed pretty confident that they are caused by Daz Studio itself, not the plug-in, and what little testing I could do seemed to confirm this. Much like the other error, this error itself never caused me any trouble that I've noticed, seemed to just be a notifier message.
If it's hanging at building geometry, it could be a lot of places in the process (from what I've gathered using the plugin). The viewport status bar thing has displayed that for me up until it finishes loading materials, which it won't display unless I am on the materials tab during the loading process. I have a particular scene that I have sent to t_3 to test having a similar issue if the case is the same, and due to it's complexity, it may very well be hitting the hardware limit of 32765 shaders. if your scene is similarly complex, that may be the issue with adding in the extra group. Per t_3 from the support email for said scene file:
there is a limit of 32765 shaders in total; a shader is ~roughly any single pin in the scene; so from 20 to several hundred for simple up to very complex materials, and other mutliple pins for any geometry, bone, geometry translation, etc. since 2.x now adds object layers this alos adds a good number to the shader count, depending on if the geometry has lots of different sections.
And upon asking random questions that popped into my head upon barely waking:
regarding the shader limit: it was always there - it's a limit by the nvidia gp-gpu software architecture. it only becomes more apparent because new features of course also means a more complex scene setup, what usually also means there are more shaders created. object layers are a particular new thing that push the count but there is still a lot more, like internal clipboards, conversion, animators, motion blur, network rendering, and so on. not everything is needed all the time, but esp. during building a scene most it is utilized at the same time.
another example is simply missing to clear out unused stuff; a user did always use "merge" to put octane configured stuff together, but did never delete unused materials from the saves. finally, at some point, he created a scene with a couple 1000 mats altogether (= several 10.000 individual pins/nodes), where only a fraction was actually in use.
I'm pretty good about the last one, but that may be an issue as well.
If nothing else, hopefully that helps anyone else with overly complex scenes that worked in 1.2 but no longer open in 2.15.
@ richertmx
That's odd, this update fixed that issue for me. Out of curiosity, have you submitted an error report through the OctaneLive tab? (It's the last link in the top section). Common things I can think to check off the top of my head include making sure OcDS is set to auto-generate or load materials from .duf, ensuring that the button selected at the top of the quick edit section is on standard, not color or hidden, and checking the NGE to ensure (for some older materials, at least) that it hasn't created an extra mix material node that is unlinked from all other nodes and connected to the final output. I had that specific problem on a preferred template of mine from 1.2, but it's probably a good thing to check regardless.
Final note, in the interest of sharing reported bugs:
Is anyone else having problems saving a new preset in 2.15? I cannot seem to any longer (as in can't at all). I've reported it to t_3, and gone through his troubleshooting process so far, which included making a backup of my presets file, and letting OcDS generate a new one. If I create a material and save it as a preset, it will show under My Presets until I either reload Daz Studio or create a new scene, after which it mystically vanishes, having never modified the Presets file at all. I'm just curious if I'm the only one with this issue.