Introducing the Octane for DAZ Studio plug-in

DAZ Studio Integrated Plugin (Integrated Plugin maintained by OTOY)

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rcallicotte
Licensed Customer
Posts: 84
Joined: Wed Jun 02, 2010 1:57 pm

@Akanaro - Grow up.

@t_3 - I hope you spend your time on programming this well, so we don't worry about bugs later. As a programmer, I understand the end-client can expect Star Trek and we see what it's really like internally. Even the tools we use suffer from bugs. Akanaro does not speak for the rest of us, so concentrate on a good solid end product and if you can't do it, tell us. It's better that way. This spatting nonsense is really turning into a waste of our time, which I'm sure you agree you can better spend doing something useful.
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t_3
Posts: 2871
Joined: Tue Jul 05, 2011 5:37 pm

rcallicotte wrote:@Akanaro - Grow up.

@t_3 - I hope you spend your time on programming this well, so we don't worry about bugs later. As a programmer, I understand the end-client can expect Star Trek and we see what it's really like internally. Even the tools we use suffer from bugs. Akanaro does not speak for the rest of us, so concentrate on a good solid end product and if you can't do it, tell us. It's better that way. This spatting nonsense is really turning into a waste of our time, which I'm sure you agree you can better spend doing something useful.
rest assured, i spend my time coding, not fooling around. btw.: since it is only software, there is nearly nothing that can't be done in the end ;) and don't blame Akanaro; i understand his position - and he is also right with some points...
The obvious is that which is never seen until someone expresses it simply

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rcallicotte
Licensed Customer
Posts: 84
Joined: Wed Jun 02, 2010 1:57 pm

Okay. You are right. <sigh> :)

t_3 wrote: rest assured, i spend my time coding, not fooling around. btw.: since it is only software, there is nearly nothing that can't be done in the end ;) and don't blame Akanaro; i understand his position - and he is also right with some points...
JCurtright
Licensed Customer
Posts: 6
Joined: Thu Jan 03, 2013 2:04 am

Is it just me or does it seem weird that none of the "beta testers" or anyone for that matter, ever have anything thing to say about this plugin whether it be good or bad or even just try to keep any conversation going about any aspect of it? It just seems so Top Secret that no one can even talk about it...This is by far not intended to be a complaint of any kind, just hoping to keep some conversation going here because it gets depressing to check the post every day and not see that lil blue dot!!...
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t_3
Posts: 2871
Joined: Tue Jul 05, 2011 5:37 pm

JCurtright wrote:Is it just me or does it seem weird that none of the "beta testers" or anyone for that matter, ever have anything thing to say about this plugin whether it be good or bad or even just try to keep any conversation going about any aspect of it? It just seems so Top Secret that no one can even talk about it...This is by far not intended to be a complaint of any kind, just hoping to keep some conversation going here because it gets depressing to check the post every day and not see that lil blue dot!!...
just in case the testers are note checking in here regularly, i'll forward it to them ;)

btw, after releasing the next update to them later this day, i had planned to give an update here, telling what happened in detail since late december (in terms of changes/improvements).

and i like to add that there are only 1-2 more updates planned to the private beta until being release ready...
The obvious is that which is never seen until someone expresses it simply

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JCurtright
Licensed Customer
Posts: 6
Joined: Thu Jan 03, 2013 2:04 am

t_3 wrote:
JCurtright wrote:Is it just me or does it seem weird that none of the "beta testers" or anyone for that matter, ever have anything thing to say about this plugin whether it be good or bad or even just try to keep any conversation going about any aspect of it? It just seems so Top Secret that no one can even talk about it...This is by far not intended to be a complaint of any kind, just hoping to keep some conversation going here because it gets depressing to check the post every day and not see that lil blue dot!!...
just in case the testers are note checking in here regularly, i'll forward it to them ;)

btw, after releasing the next update to them later this day, i had planned to give an update here, telling what happened in detail since late december (in terms of changes/improvements).

and i like to add that there are only 1-2 more updates planned to the private beta until being release ready...
Thanks for the response T_3, I really appreciate it! I really am more interested in trying to have a strong "community" here more than anything. Just people passing along cool ideas or whatnot even if it doesn't have anything to do specifically about the state of the plugin or not. I truly understand nor expect you yourself to even try to code and keep everyone updated cause that really just burns the candle at both ends and tends to lead to burn out....So hopefully others can pass along any experiences they have with it or really anything that might be of interest about anything and we can get a good group of people here that can help see this thing along which in the end is good for everyone. Best wishes to ya!
sternbach
Licensed Customer
Posts: 12
Joined: Sat Nov 17, 2012 10:06 pm

JCurtright wrote:Is it just me or does it seem weird that none of the "beta testers" or anyone for that matter, ever have anything thing to say about this plugin whether it be good or bad or even just try to keep any conversation going about any aspect of it? It just seems so Top Secret that no one can even talk about it...This is by far not intended to be a complaint of any kind, just hoping to keep some conversation going here because it gets depressing to check the post every day and not see that lil blue dot!!...
I know what you mean, but there are several good reasons for closed and open betas. Look at the Garibaldi beta, the author doesn't get back that much - closed beta means interactive,
professional steps to go, giving back quality responses...
Open betas are mostly used to check against various hardware parts...

I'm not in a closed beta here, but I'm in a group for a nexgen compiler. Being in a closed bet group is often bound to an nda...
-
sw: modo 601, PS Cs6Ext, Mari 1.6, Octane 1.00
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t_3
Posts: 2871
Joined: Tue Jul 05, 2011 5:37 pm

sternbach wrote:I'm not in a closed beta here, but I'm in a group for a nexgen compiler. Being in a closed bet group is often bound to an nda...
... as is the case here. (closed) beta testers for otoy plugins need to sign a nda. shouldn't hinder them to participate in a casual chat here though; anyway, nowadays everyone seems to be extremely busy...
The obvious is that which is never seen until someone expresses it simply

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Sighman
Octane Plugin Developer
Posts: 1112
Joined: Thu Jan 19, 2012 9:11 am
Location: Calgary, AB

It's been awhile since anyone has posted any images. Got any teasers to wet our appetites? :)
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t_3
Posts: 2871
Joined: Tue Jul 05, 2011 5:37 pm

Sighman wrote:It's been awhile since anyone has posted any images. Got any teasers to wet our appetites? :)
if an ui screenshot would do, here is one:
OcDs_ScreenShot.jpg
what can be seen:
  • octane viewport pickers/tools; left of the progress bar, from left to right:
    - select object (plus filter materials in the corresponding plugin tab)
    - select surface/material (like in the standalone)
    - directly open the picked material in the nodegraph editor
    - focus (to the picked point - like in the standalone)
    - focus follow (lets the camera focus follow the picked object until another focus mode is set)
    - reload the picked object (useful if the live geometry mode is turned off; while tweaking poses/morphs)
    - picking into an empty area deselects elements (if any) and clears the materials filters
    .
  • viewport context menu:
    - basically all the picker functions (plus affected objects/sufaces/mats labels)
    - back to autofocus & full scene reload (same as the buttons on the bottom)
    - switch between scale-to-viewport or current fixed render size
    - select a fixed render size from a list (as also found in the resolution node in the standalone)
    .
  • camera controls:
    since fov and dof control is notably more important when using octane, it can get tedious to always open the parameters tab, select the camera, and open the parameter group, to finally tweak those settings, so there is a quick access to them (for the currently active camera) by clicking the camera tool button in the top-right corner (overlaying the viewport until hidden).
    note: the f/stop parameter from the daz camera is translated into the octane aperture value and vice versa.
also supported is the clay rendering mode from the standalone, and reduced size rendering (to speed up the viewport, called "subsampling" in the standalone)...
The obvious is that which is never seen until someone expresses it simply

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