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Re: OcDS Setup v2.2 (last Beta)
Posted: Mon Jun 15, 2015 3:45 pm
by Hubby72
Tested a lot with that at the weekend and for me the final solution is the change the "Normal" map in the second material like i described before some post.
It is set to RGB Image and no Image is selected. And the Power Value was whereever i had this issue set to 2 which is higher then the slider allows usually.
It only affected Genesis and Genesis 2 characters for me. But not all. Gianna and Vic 6 did not had this issue for example.
I played a lot with skinmaterial at the weekend.
Here is what comes out at the with a Genesis Character.
Re: OcDS Setup v2.2 (last Beta)
Posted: Mon Jun 15, 2015 3:52 pm
by Hydra
I'm kinda used to putting a lot of time into textures. When I first started using Daz, everything was Poser, so nothing worked without a lot of effort. Then I was using Reality... same story. Octane is no different after all that.
I'm finding this version of the plug in better for texture editing. The menu for picking textures or going into a directory works really well.
I'm wanting to make a comic, so for me the work flow needs to be around creating stock characters including materials, and importing them into needed scenes. I should be able to do this relatively fast.
Re: OcDS Setup v2.2 (last Beta)
Posted: Mon Jun 15, 2015 6:48 pm
by DrHemulen
larsmidnatt wrote: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.
Agree 100%. We have template materials, and having OCDS set up an ultra simple base mateterial to pick up the various maps works very well as I'll be dropping my own materials after import.
Re: OcDS Setup v2.2 (last Beta)
Posted: Mon Jun 15, 2015 7:35 pm
by kibbycabbit
Ok, this is really neat. I haven't tried fast moving. I can't tell if I have motion blur enabled.
Would it be two settings in OcDS plug-in main panel:
Enable Motion Blue
Set Shutter speed (depends on frame rate you want)
For instance, if I want 24fps, the shutter speed that looks similar to cinema would be shutter speed of 1/30.
That's it? Or is the plug-in incomplete for the motion blur implementation?
Here's an animation video.

Should be ready in 30 minutes by the time of this post.
https://vimeo.com/130795258
P.S. It took me only 40 minutes to render 97 frames on a dedicated GTX 980 4GB card. I have GTX 750 Ti 2GB as a display card.
Re: OcDS Setup v2.2 (last Beta)
Posted: Tue Jun 16, 2015 2:04 am
by Spectralis
I really want to love OcDS. In many ways I prefer how it renders compared to iRAY. BUT if I add geoshell stuff like warrior make-up, blood, sweat or tears, in fact any of those add-ons available for G2, it's unable to translate them correctly. Whereas everything iRAY translates seems fine. This drives me crazy! I create a great looking G2 figure in OcDS but if I add any of the above it completely messes things up. It's incredibly frustrating to work with OcDS when it doesn't accurately translate changes to the materials of figures and other elements in a scene. It's like stroking a cat - you don't know whether it's going to purr or turn round and bite you. I don't mind modifying materials but OcDS has to at least translate the original materials correctly otherwise there isn't a consistent base to start from. Why can't OcDS translate materials accurately like iRAY does? If iRAY can do it then it must be possible for OcDS too!
Re: OcDS Setup v2.2 (last Beta)
Posted: Tue Jun 16, 2015 6:52 am
by vortex3d
The plugin seems to continues to behave as if LIVE is ON when is OFF.
This occurs when the viewport opens, lagging the movement of joints as it probably tries to update the geometry in OcDS.
Closing the viewport or resetting the plugin doesn't stop it. It only stops by restarting DS.
All settings are default.
Am I doing something wrong, and is anyone else getting this?
Re: OcDS Setup v2.2 (last Beta)
Posted: Tue Jun 16, 2015 6:58 am
by asennov
vortex3d wrote:The plugin seems to continues to behave as if LIVE is ON when is OFF.
This occurs when the viewport opens, lagging the movement of joints as it probably tries to update the geometry in OcDS.
It can only be stopped by restarting DS.
Anyone else getting this?
Sometimes render continues while viewport stops updating, most of time it finishes when reaching target spp.
Re: OcDS Setup v2.2 (last Beta)
Posted: Tue Jun 16, 2015 6:59 am
by asennov
kibbycabbit wrote:
That's it? Or is the plug-in incomplete for the motion blur implementation?
Motion blur coming from objects doesn't work. Only the one coming from camera motion.
Nice shot

Re: OcDS Setup v2.2 (last Beta)
Posted: Tue Jun 16, 2015 7:03 am
by vortex3d
asennov wrote:vortex3d wrote:The plugin seems to continues to behave as if LIVE is ON when is OFF.
This occurs when the viewport opens, lagging the movement of joints as it probably tries to update the geometry in OcDS.
It can only be stopped by restarting DS.
Anyone else getting this?
Sometimes render continues while viewport stops updating, most of time it finishes when reaching target spp.
Sometimes? You mean every time.
Stop (closing the viewport), should halt all rendering and geometry updates.
I'm not a fan of secret background rendering and resource hogging. Besides, why continue rendering something I might not want?
I thought disabling LIVE actually stopped all updates to the plugin. Can we get a Real "STOP" function that works, please.
PS: I waited for the rendering to be done, unselected LIVE and PAUSED the viewport. My character is forever laggy until I restart DS. The lag is so bad that it's unusable and comparable to 1FPS.
Upon restarting, everything is blazing fast until I open the viewport
14MB file, 3 RedSpec G2F characters, 1997/6144MB VRAM used, No Errors.
Re: OcDS Setup v2.2 (last Beta)
Posted: Tue Jun 16, 2015 7:04 am
by asennov
Spectralis wrote:If iRAY can do it then it must be possible for OcDS too!
Evil DAZ devs keep their little dirty secrets for themselves to have an edge in competition.
