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Re: OcDS 2.1 PRE RELEASE 5th

Posted: Fri Dec 26, 2014 7:12 pm
by DrHemulen
liquidsnake4ch wrote:I just test this new version, I didn't test all the previous 2.1 pre release.

I always see the problem with geografted genital, when you load it, material tab don't work correctly. I know I can use Geometry Shell, but I stop using OcDS because of that problem.

Did you have any tricks without using geometry shell?
I have a script that seems to work perfectly fine for 1.2: http://render.otoy.com/forum/viewtopic.php?f=44&t=40978

I haven't tested it in 2.1 yet, but if the problem is still the same it should work. You still can't change materials on the fly, but it allows you to use custom matererials on geografted models. You just have to rerun the script to generate a working model each time you want to drag and drop materials.

Re: OcDS 2.1 PRE RELEASE 5th

Posted: Sat Dec 27, 2014 12:05 am
by larsmidnatt
@DR thanks for sharing.

i think i just got lucky today. I made a character to test geo-graft script out and I don't need to. The material is working and the character hasn't lost parts of their body or any weird issues. This was on a genesis figure, so I'm going to try a G2F and see what happens. Last time I did it for a G2F it destroyed the model.

Re: OcDS 2.1 PRE RELEASE 5th

Posted: Sat Dec 27, 2014 8:59 am
by sikotik13
Genesis doesn't seem to have this issue until you use something like BotGenesis or the CatGirl series of items (all of the more complex geografts), which is what makes me curious about what precisely they changed for the Genesis 2 series. I have precisely twice, once in 1.2 and once with 2.15, gotten G2F to accept a genital geograft and it not throw every other surface out of whack. I find it even more curious since the G2F standard genital only has one surface, as opposed to the Genesis one, which contains two.

Re: OcDS 2.1 PRE RELEASE 5th

Posted: Sat Dec 27, 2014 3:45 pm
by kraken
Thanks for working so hard on this plug-in. I was kicking the tires and noticed a few odd things happening. If I "duplicate" an object group in Daz, the new group doesn't necessarily render or animate. If you restart daz, the is an error message regarding duplicate objects (I haven't been able to reproduce the message for accuracy). Upon loading the same project, if I try to open a viewport with the plug-in, the top of the viewport says "OctaneRender Viewport - Building geometry (Not Responding)" and it locks up...the end.

On another topic, is there a way to import/export materials? I made some neat materials that took a long time to tweak and want to be able to use them in the stand-alone or other projects.

How can I get this to start rendering again?

Thanks.

Re: OcDS 2.1 PRE RELEASE 5th

Posted: Sat Dec 27, 2014 6:02 pm
by larsmidnatt
sikotik13 wrote:Genesis doesn't seem to have this issue until you use something like BotGenesis or the CatGirl series of items (all of the more complex geografts),
Seems like you get the same results as me. Genesis works but not G2F does. BTW they updated (years ago) genesis female gens to only have one material zone. Daz nerfed them a long time ago. Some of us use the old gens when we use genesis because they still had that feature. Basically don't update the gens if you want to keep both materials zones.

Re: OcDS 2.1 PRE RELEASE 5th

Posted: Sat Dec 27, 2014 11:20 pm
by richertmx
Thanks for the christmas update!

Unfortunately this version doesn´t work at all for me. After I open saved projects, all octane materials are gone and every surface is displayed without having a mat assigned to it. This happens with old projects as well as with ones I start from scratch.

Anyone else experienced this and has found a workaround?

thanks and best!

Re: OcDS 2.1 PRE RELEASE 5th

Posted: Sat Dec 27, 2014 11:29 pm
by sikotik13
I knew there was a reason I stopped updating it, thanks for the reminder, Lars :D

@ 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.

Re: OcDS 2.1 PRE RELEASE 5th

Posted: Sun Dec 28, 2014 7:59 am
by richertmx
sikotik13 wrote:I knew there was a reason I stopped updating it, thanks for the reminder, Lars :D

@ richertmx
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,
Wow, I didn´t think of that. Fixed and working now! Thanks a lot =)

Re: OcDS 2.1 PRE RELEASE 5th

Posted: Sun Dec 28, 2014 9:51 am
by sikotik13
Glad it helped :)

Sometimes it's harder to remember the easy stuff, and look for something more complicated to be wrong.

Re: OcDS 2.1 PRE RELEASE 5th

Posted: Sun Dec 28, 2014 3:34 pm
by Zenrel
While I was working on a scene, my nodegraph editor got stuck on top of the screen somehow where I cant even grab the taskbar of it anymore. When I close it down, it gave me a fatal error. Even if I restart Daz Studio it's still stuck, so I disabled and enabled the plugin to get rid of it and it worked and the fatal error stopped. And now a major issue, now everything I put on the scene doesn't auto material now so I have to manually do it. I even reinstall the plugin and still hasn't fixed the problem. Anyone knows what's going on?