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Re: OctaneRender 3 for DAZ Studio [TEST and STABLE]
Posted: Wed Sep 28, 2016 3:05 pm
by Hubby72
Hello Paul,
are the any news or Infos about some upcoming features for us ?
As i remember there some requests about features of Octane V3 or the LMAH support , Motion Blur thingy and some other things.
Here is a Thread about these :
viewtopic.php?f=44&t=54225&start=20
The last updates were recompiling and bugfixing only.
Re: OctaneRender 3 for DAZ Studio [TEST and STABLE]
Posted: Wed Sep 28, 2016 9:58 pm
by face_off
are the any news or Infos about some upcoming features for us ?
As i remember there some requests about features of Octane V3 or the LMAH support , Motion Blur thingy and some other things.
Here is a Thread about these : viewtopic.php?f=44&t=54225&start=20
The last updates were recompiling and bugfixing only.
I have spent a huge amount of time trying to track down (unsuccessfully) some bugs which has led to having no time to look at features - sorry.
Octane 3 features....the only Octane 3 feature I can think of which is not in the plugin is OpenVDB support - and that would require OpenVDB support in DAZStudio in order to implement.
LAMH - this is a /lot/ of work to implement. It's something I would love to do, but hard to justify when there are bugs in the plugin which need fixing first.
Motion Blur - requires vertex velocities to be supported in DAZStudio.
Paul
Re: OctaneRender 3 for DAZ Studio [TEST and STABLE]
Posted: Mon Oct 03, 2016 1:15 pm
by FastKatt
Hi Paul,
Just noticed that when I try to use a Saw Wave procedural, either by dragging or by changing an existing procedural in the node editor, it changes to "unknown" with no editable attributes.
Running version 3.3.4.26 that you provided to make the Polygon Side procedural available.
Re: OctaneRender 3 for DAZ Studio [TEST and STABLE]
Posted: Tue Oct 04, 2016 3:06 am
by face_off
Just noticed that when I try to use a Saw Wave procedural, either by dragging or by changing an existing procedural in the node editor, it changes to "unknown" with no editable attributes.
Running version 3.3.4.26 that you provided to make the Polygon Side procedural available.
Thanks. This will be fixed in the next release.
Paul
Re: OctaneRender 3 for DAZ Studio [TEST and STABLE]
Posted: Tue Oct 18, 2016 9:24 pm
by face_off
I have updated the installer at the top of this thread with:
3.4.0.26
- Compiled with Octane 3.04
- Swapped Sine and Saw Wave procedurals - as they were referring to each other
- Added Polygon Side to the Node Graph Editor
- Clicking the Activation Manager button in the OctaneLive tab now opens the Authentication Management window
Thanks
Paul
Re: OctaneRender 3 for DAZ Studio [TEST and STABLE]
Posted: Fri Oct 21, 2016 1:10 pm
by linvanchene
face_off wrote:I have updated the installer at the top of this thread with:
3.4.0.26
Thank you for keeping this plugin up to date.
Since its original 3.0 release the standalone version has seen some changes to the "
Visible environment" options.
The idea of this feature is that users can set two different environment settings.
- one for the actual light situation
- one for the "visible environment" that shows up only in
Backplate, Reflections or Refractions.

- pin 1: Daylight environment
pin 2: Visible environment with texture environment set as "Reflections" only
In OR standalone this feature is activated by connecting an environment node to the additional visible environment pin next to the default environment on the render target node.
- - -
It seems in 3.4.0.26 the pins for Backplate, Reflections or Refractions are there both in the Daylight environment and Texture environment.
I imagined in OcDS there would be a second pull down menu below the default environment settings for the secondary "Visible environment".
Is that feature implemented in a different way in OcDS or is it not yet finished?
- - -
Re: OctaneRender 3 for DAZ Studio [TEST and STABLE]
Posted: Sun Oct 23, 2016 12:25 am
by face_off
I imagined in OcDS there would be a second pull down menu below the default environment settings for the secondary "Visible environment".
The current architecture of the DAZStudio plugin does not make this easy to do. And even if it were possible - there would be a lot of added complications to how New/Copy/Rename/Import/Export work (would they do just the Environment, or either the Environment or Visible Environment, or both?). The DAZStudio plugin might handle have both an Environment and Visible Environment panel in the Environment tab, but would potentially not handle having the Visible Environment disconnected (ie. no visible environment). So in summary, it's probably possible to implement, but a lot of work. I will investigate further in the next week or two.
It seems in 3.4.0.26 the pins for Backplate, Reflections or Refractions are there both in the Daylight environment and Texture environment.
Yes, in both Standalone and the DAZStudio plugin these pins do nothing on the Environment node attached to the Rendertarget Environment pin. They only work on the Visible Environment.
Paul
Re: OctaneRender 3 for DAZ Studio [TEST and STABLE]
Posted: Sun Oct 23, 2016 10:25 am
by rajib
Thanks for the update Paul

. I do hope you will find some time to fix the pending issues in the issues list we all had created some time back when you had taken over the development of the DAZ plugin.
Re: OctaneRender 3 for DAZ Studio [TEST and STABLE]
Posted: Mon Oct 24, 2016 7:07 am
by face_off
Following is a pre-release of the next build. Unfortunately there is an issue with portals in Octane 3.04.1, but if you don't use portals, you might find this build OK.
3.4.1.26
- Compiled with Octane 3.04.1
- The material conversion process will now allow both bump and normal maps to be used (whereas in the past if there was a normal map, the bump map would be ignored)
- Fixed issue where the standard SSS skin shader was not using the normal and bump maps in both materials in the material mix
https://render.otoy.com/customerdownloa ... _Win64.exe
Paul
Re: OctaneRender 3 for DAZ Studio [TEST and STABLE]
Posted: Sun Oct 30, 2016 5:01 am
by rajib
face_off wrote:Following is a pre-release of the next build. Unfortunately there is an issue with portals in Octane 3.04.1, but if you don't use portals, you might find this build OK.
3.4.1.26
- Compiled with Octane 3.04.1
- The material conversion process will now allow both bump and normal maps to be used (whereas in the past if there was a normal map, the bump map would be ignored)
- Fixed issue where the standard SSS skin shader was not using the normal and bump maps in both materials in the material mix
Paul
Thanks Paul. I can see the effects of bump on top of the normal maps. Finally can use both the maps

.
Btw. if displacement maps are to be used, should the normal and bump maps still be removed ?
Rajib