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Re: OcDS Setup v2.2 (last Beta)

Posted: Sun Jun 14, 2015 5:03 am
by SiliconAya
abayliss wrote:So far I've had a pretty positive experience with 2.2, however I'm seeing an issue when the transparent part of an object with transparency maps collides with another object, specifically hair scalp surfaces with transparency maps colliding with the face and head of figures.
Is this hair by AprilYSH? Because I get this exact problem with every one of the hair props by her that I've tried so far (about 8-9 of 20 that I have), I believe it's due to the displacement node (AprilYSH almost always uses displacement in her Daz hair mats), if you change the settings you can make it a lot less and turning displacement off stops it.
Another simple solution is to make scalp surface it's own material and make sure it doesn't have displacement on it, that way the rest of the hair keeps the benefits of displacement.

Re: OcDS Setup v2.2 (last Beta)

Posted: Sun Jun 14, 2015 5:51 am
by asennov
Spectralis wrote:Is it possible to have PBS shaders for OcDS?
The short answer: you can duplicate what MEC3D is doing in OcDS. Set gamma for diffuse channel of all of your textures to 1, then in render settings select 'Linear' as film response curve (last choice in long list) and set gamma to 2.2, use exposure to adjust overall brightness of your image and 'white point' for overall tone.

Will this make your image 'physically correct'? No. It's just another artistic workflow, if it suits your personal style - OK, if not - there are others.

Why is it not correct? Because in Poser/DAZ world we use textures that are not result of standardized measurements but are 'artistically' produced using photos and Photoshop, and all that pipeline actually steals bits of physical properties from textures. De-gamma is obvious thing but it cannot return that stolen info back - it's just one more layer added to all of that Photoshop filters :)

For your renders to be correct you need HDR textures coming from known sources so you can map pixels into their 'physical' meaning like albedo and luminance. Then, you need a set of light propagation rules. Octane has it in form of fixed set of BSDF - diffuse, glossy and specular (diffuse may be made to BSSDF by adding scattering), iray uses MDL to define them, so in iray you have complete freedom of being as 'realistic' as you like. Octane V3 will have OSL support so you'll have the same capabilities after OcDS will catch up to V3 (no more than in 5 years :) ). And finally you need right tonemapping tuned for your target presentation device (LED computer monitor is different from IMAX projector). And money for all of that :)

Re: OcDS Setup v2.2 (last Beta)

Posted: Sun Jun 14, 2015 6:42 am
by cyprine
SiliconAya wrote:
abayliss wrote:So far I've had a pretty positive experience with 2.2, however I'm seeing an issue when the transparent part of an object with transparency maps collides with another object, specifically hair scalp surfaces with transparency maps colliding with the face and head of figures.
Is this hair by AprilYSH? Because I get this exact problem with every one of the hair props by her that I've tried so far (about 8-9 of 20 that I have), I believe it's due to the displacement node (AprilYSH almost always uses displacement in her Daz hair mats), if you change the settings you can make it a lot less and turning displacement off stops it.
Another simple solution is to make scalp surface it's own material and make sure it doesn't have displacement on it, that way the rest of the hair keeps the benefits of displacement.
my thanks ! exactly what happened last night. Now i know why :)

Re: OcDS Setup v2.2 (last Beta)

Posted: Sun Jun 14, 2015 9:51 am
by abayliss
SiliconAya wrote:
abayliss wrote:So far I've had a pretty positive experience with 2.2, however I'm seeing an issue when the transparent part of an object with transparency maps collides with another object, specifically hair scalp surfaces with transparency maps colliding with the face and head of figures.
Is this hair by AprilYSH? Because I get this exact problem with every one of the hair props by her that I've tried so far (about 8-9 of 20 that I have), I believe it's due to the displacement node (AprilYSH almost always uses displacement in her Daz hair mats), if you change the settings you can make it a lot less and turning displacement off stops it.
Another simple solution is to make scalp surface it's own material and make sure it doesn't have displacement on it, that way the rest of the hair keeps the benefits of displacement.
Thanks! That worked a treat. :)

Re: OcDS Setup v2.2 (last Beta)

Posted: Sun Jun 14, 2015 2:43 pm
by larsmidnatt
asennov wrote: From V1.2 I've learned to switch off 'Automatic material update when content loads' in preferences and never, never, never touch it again. Then use 'Create as new material/Blank material' and setup to my heart's liking.
That's way too manual for me. The old method would bring over the textures so you I didn't have to hunt and peck them down. I just don't need it trying to figure out how to make mix materials out of them. If we get the ability to disable creation of mix materials it would return to the best method for me. The textures are already in Daz, so I don't see why we shouldn't leverage that information to save time with the plugin.

Of course if you want to go all manual that's fine, but the old system worked great for me. I just want that back.
Spectralis wrote:It's great that OcDs is now capable of translating textures in a more advanced way but for those of us who don't yet have an understanding of all these extra features .
Well its not just about understanding the features, I understand them fine. But t_3's approach is different than mine, so I don't want to have to delete all the stuff he's doing, but I don't want to start completely from scratch either. The thing about such advanced auto-conversion is it assumes you agree with the approach. Which for casuals may be fine, but for people with particular styles or directions that may not work for them.

Re: OcDS Setup v2.2 (last Beta)

Posted: Sun Jun 14, 2015 3:44 pm
by asennov
larsmidnatt wrote: That's way too manual for me.
There are two reasons for that:
first, material setup is relatively small part of total amount of work when you're doing animation, so one can afford to manually setup material for the character and then reuse it in multiple shots without change or with some minor tweaks for extreme lighting cases
second, I have a habit to make layers for frame in different renderers so ability to keep two material versions for 3delight and for octane is good option. And I certainly don't want plugin to 'update' octane version when I change something in 3delight side. (it also possible for iray-3delight pair using Shader Mixer)

Robots trying to do creative tasks are dangerous - one day they will rise and wipe humanity from the face of Earth, so destroy them early. :)

Re: OcDS Setup v2.2 (last Beta)

Posted: Sun Jun 14, 2015 4:54 pm
by larsmidnatt
BTW I have the auto creation/update of materials off. I just like to right click to auto create the starter "materials". I used to leave auto update on, and most of the times it was fine, but my preference is to trigger the creation when I was ready and use it as a starting point. (there were a few rare scenarios where it would update based on what was done in daz, and that was easily avoidable if the plugin wasn't actively rendering when I made the changes. But ultimately I leave auto-creation/update off).

From my experience the plugin doesn't update materials once I set them up...Not in 1.0, 1.2, 2.x. so I don't get that point at all (unless you have the auto-update on, which I don't recommend). The texture references are already there in Daz, so it's only logical that the plugin can bring those in as a starting point during the manually triggered auto create. And again, it worked fine before so I don't see why it can't work as it has.

It's really unnatural to have to go into the daz material tab, find the folder things are in, copy that to the clip board, go back to Octane and then hunt down that folder to assign it to a group. It's work we don't need to do. Computers/programs are really great at stuff like this. They aren't some sci fi robot thriller from the 80's. Its a funny comment from someone who uses computers...There is a huge separation from them automating redundant tasks to save us time, and robots taking over the world. :mrgreen:

Re: OcDS Setup v2.2 (last Beta)

Posted: Sun Jun 14, 2015 5:55 pm
by asennov
larsmidnatt wrote:Computers/programs are really great at stuff like this. They aren't some sci fi robot thriller from the 80's. Its a funny comment from someone who uses computers...
That's because I do AI programming for living :)

But enough grief, it's Sunday evening and it's movie time! I've posted two short WIPs:

first:
http://vimeo.com/130682875
Rendered in OcDS 1.2 + 3delight

second:
http://vimeo.com/130683818
Rendered in iray + 3delight

Everything is VERY WIP but critique is MUCH appreciated. It's offtopic here so I've started the thread on DAZ forums: http://www.daz3d.com/forums/viewthread/57649/

Say me how thay're BAD. I'm serious :)

And here we'll continue to list bugs of OcDS, but not today anymore. At least me :)

Edit: Hmm, it embedded the player. So let it be.

Re: OcDS Setup v2.2 (last Beta)

Posted: Sun Jun 14, 2015 8:21 pm
by myklgrant
Hello,

So are we going to have to (re)set the material amount to 1.0000 forever or is there going to be a fix?
It seems odd that Octane makes an (incorrect) assumption about the scene and ends up producing a terrible render.
It should first make a proper render and if it needs to be adjusted I will do it myself.
I don't relish having to make changes just to get to a starting point.

Michael Grant

Re: OcDS Setup v2.2 (last Beta)

Posted: Sun Jun 14, 2015 9:12 pm
by larsmidnatt
myklgrant wrote: So are we going to have to (re)set the material amount to 1.0000 forever or is there going to be a fix?
I have a feeling that after all this feedback that the auto creation of a mix material is going to either be optional or removed. But we just need to wait for a response.