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(Late) 1st impressions and MY confusions :P

Posted: Fri Apr 05, 2013 8:40 pm
by orion_uk
OK, I have been using this AWSOME plugin for a while on and off now (don't get much time what with the kids, mostly) and confess to NOT having time to read the documentation (as of yet, but plan to this weekend), so a lot of my issues will be down to user error/my own stupidity :P

I would like to see (if not already there!):

Re-import/update mesh button (for obj`s edited externally) or right click & choose re-import mesh.. while preserving mats previously applied in Daz Octane Plugin.

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Delay objects in material browser from auto expanding so quickly when passing over them with a mat from the live DB selected during drag n drop,
I find mats getting applied to the wrong obj after letting go of the left mouse button, because just as I let go the list has expanded so my mouse is over a different mesh :(

EDIT: ooops :oops: :oops: could be due to a randomly sticking left mouse button...sorry :oops: :roll:

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(default light environment, new daylight model): Ability to save/load light settings (maybe as a txt file) to re-import in to new scenes.

EDIT: Seems to be covered here..http://render.otoy.com/forum/viewtopic.php?f=44&t=30176

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I would like the option to NOT automatically change the render output windows chosen camera, I am not keen on the way the render output window re sizes & restarts the render when switching between tabs in daz, (IE: from Actors,wardrobe & props to Pose & animate or lights & camera or render tabs) I would rather the render output window just stayed on the selected/chosen camera rather than restarting/re sized when switching tabs that are using perspective view rather than default camera or camera 1 for example. Maybe a toggle button to `lock camera changes`like the lock button to stop interaction with the window when rendering?

EDIT: Sorry, seems to be covered here.. http://render.otoy.com/forum/viewtopic.php?f=44&t=29976

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Ability to export mats/mat settings to re-use in other projects that contain the same objs rather than having to dig around and re-apply the same mats/settings to the same mesh in a different scene!

Just about to try this but maybe I could export my object (save selected object as DUF) after applying Octane mats and they would re-import in to my new scene with the Octane mats+texture maps intact?

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Issues I am having:

On my laptop (does not happen on my desktop) renders automatically pause for ages and then start for a little while, stop again for a while ...repetitively!... due to my laptops specs maybe? Pressing continue speeds things up a bit but i dont want to sit through the whole animation having to keep pressing continue!

Also, (laptop) once I have pressed the `open viewport` button, my scene does not always update the changes visually..
I sometimes have to either press reload or continue a number of times (not just once but maybe two or three times) before I see any changes to my scene in the viewport.

Finally, hows progress going with animating daylight (keyframe day to night) going?

As I confessed, a lot of this will no doubt be down to me NOT reading the documentation just yet (sorry, promise to this w/end) and lack of knowledge :P
So, please forgive any UN-intended insult/criticisms/stupid questions!

A weird one, but i did a short animation with samples set to 500 (a test on motion really) but when I put all the PNG files together (using Quicktime pro) every other frame looks like its samples are set to a real low setting but the other frames seem to have rendered the full 500 samples! I am uploading a youtube video of this for you to see as you read this and will update this post with the video when its completed uploading!

Edit: Rendered on my Desktop and NOT my laptop that we have been talking about..

Out of innocent interest, would it be possible to make your plugin import camera motion from Syntheyes ? Maybe one of your next projects (after a Carrara plugin for OR) could be to write a script to import Syntheyes exports in to Daz studio ? There was a script for DS3 but it's obsolete now and request for an update are falling on deaf ears over at the ssontech forum :(

On my desktop pc when selecting open viewport window, the window opens but just says `waiting` (with the orange scrolling bars at the top) until I click reload, then everything works fine!

This plugin is coming on in leaps and bounds, it was awesome from the day it was release but with the update/bug fixes and speed that you are working to make this plugin even more awesome, we (the Daz community) have so much to be grateful for and YOU (the programmer) have SO MUCH to be PROUD of, THANK YOU :)

Just downloaded OcDS UPDATE v1.0.111.2121 - CURRENT and am going to give this a go before I dig in to the documentation :P

I could have simply deleted this thread as 99.9% of it IS either my own stupidity or my dying laptops fault BUT, I don't mind looking a donkey if it helps other people new to Daz Studio or the plugin avoid the same embarrassment :P

Re: (Late) 1st impressions and MY confusions :P

Posted: Fri Apr 05, 2013 8:56 pm
by t_3
orion_uk wrote:On my laptop (does not happen on my desktop) renders automatically pause for ages and then start for a little while, stop again for a while ...repetitively!... due to my laptops specs maybe? Pressing continue speeds things up a bit but i dont want to sit through the whole animation having to keep pressing continue!
just one quick one...
this is a feature :lol: in the common tab you can set a max. allowed gpu temperature, and a pause time to let it cool down. the default setting is 95°C and already quite fair. you might allow a little more here. the max. possible value is 105, according to specs of misc. nv chips (there are a few that might work with higher temps, and quite some, that should never go that high). will allow in addition to set the pause time to zero to completely disable this. not recommended though, as it might lead to cuda failures...

you will get an even longer answer as soon i have finished my current round in bugfixing ;)
and thanks for all the compliments :D

Re: (Late) 1st impressions and MY confusions :P

Posted: Fri Apr 05, 2013 9:17 pm
by orion_uk
Ahhh That makes perfect sense t_3, thank you :)

I have made a few changes/additions to the post above btw. I have a Sony Vaio (one of those with the notoriously loud fans) and have been looking in to this, only to find out that Sony shipped them with faulty fan sensors :( Sadly my warranty has expired and I cant afford to replace the fan at my own cost just yet! As I have been looking in to this I have found out that my GPU`s temp goes WAY too high, between 89 and 102 sometimes resulting in the computer just cutting out! I need to give it time to cool down before turning it back on again :(

...(even for simple web browsing!)

Look forward to your other views on my additions to the post above, respectfully at your own time as you do work so hard at the best of times :D
will allow in addition to set the pause time to zero to completely disable this. not recommended though, as it might lead to cuda failures...
Dont think i will be using that feature on my laptop as it will prob burst in to a ball of flames :lol: :oops:

Re: (Late) 1st impressions and MY confusions :P

Posted: Sun Apr 07, 2013 4:44 am
by t_3
ok, lets go on... hope it is ok to answer this step by step ;)

regarding sun animation: there is good news, then bad news, then again good news. this makes 2:1 for the good ones, just in case :lol:

in particular:
good -> there is progress.
bad -> sun animation will be most probably not come ahead full parameter animation capabilities.
good -> the latter might happen a good part sooner than i thought (given the initial plan was around 2-3 months after 1st release)

what also may count as good: the parameter animation will allow to keyframe any octane value. literally. no exclusions.
(well, maybe not maxsamples, since this value is already part of the cue list, and indeed wouldn't make big sense too ;)).

what may count as good in addition: it will work right out of the box with any of the 3rd party animation/keyframe editors currently known, since it will integrate octane's parameters as standard scene elements, using standard properties.

watch out for an early preview video i will post later tonight :)

regarding import of tracked cameras: from my current rather insane coding-for-daz-studio pov this doesn't sound that hard to get. btw, do you know if there is second user of this combination of tools out there? just kidding :)

Re: (Late) 1st impressions and MY confusions :P

Posted: Sun Apr 07, 2013 5:22 am
by linvanchene
edited and removed by user

Re: (Late) 1st impressions and MY confusions :P

Posted: Sun Apr 07, 2013 11:03 am
by orion_uk
Thats not just good news, thats awseome news :D
regarding import of tracked cameras: from my current rather insane coding-for-daz-studio pov this doesn't sound that hard to get. btw, do you know if there is second user of this combination of tools out there? just kidding :)
:lol: Well, I have spoken to a number of people (Syntheyes already supported for Carrara, Blender etc) who would LOVE this for DS ;) I would be more than willing to start a thread (here and on ssontech website) questioning peoples interest as I am confident there would be a high level of interest, BUT, I would not want to set the ball rolling only to find out that the vellocity is too extreme for your current work load :P, Just say the word an I will run a pole :D
I would like to see (if not already there!):

Re-import/update mesh button (for obj`s edited externally) or right click & choose re-import mesh.. while preserving mats previously applied in Daz Octane Plugin.
This is already an option in OR standalone, I use it a lot and feel there would be great benefit to adding this option to your plugin :)
When clicking reload this does not re-import any changes to a mesh (edited in my 3D app) while preserving mats/textures in Daz, AFAIK!
Currently, I make changes to my model in Blender or Carrara, delete my model in Daz and re import it and then have to re assign all the mats/textures etc :(
Maybe its me not getting my work flow right :(
On my desktop pc (specs in my sig) when selecting open viewport window, the window opens but just says `waiting`, with no end (orange scrolling bars at the top) until I click reload, then it says building geometry and starts to render!
More to do with my computer/setup or me misunderstanding you think?


Finally, do you think that movie file or image sequences (PNG most importantly of all) could added as options to texture maps?

Thank you once again for your relentless efforts to improve on such a wonderful plugin :)

Re: (Late) 1st impressions and MY confusions :P

Posted: Sun Apr 07, 2013 12:19 pm
by t_3
orion_uk wrote:
I would like to see (if not already there!):
Re-import/update mesh button (for obj`s edited externally) or right click & choose re-import mesh.. while preserving mats previously applied in Daz Octane Plugin.
This is already an option in OR standalone, I use it a lot and feel there would be great benefit to adding this option to your plugin :) When clicking reload this does not re-import any changes to a mesh while preserving mats/textures AFAIK! Currently, I make changes to my model in Blender or Carrara, delete my model in Daz and re import it and then have to re assign all the mats/textures etc :( Maybe its me not getting my work flow right :(
the difference here is, that the standalone handles mesh imports itself, any plugin on the other hand must rely on the host (studio in this case) to do whatever needed regarding the geometry. so, basically, to reload an imported an .obj while keeping the assigned materials would have to be done by studio, and if it would do that, the plugin would also keep the daz<>octane material links. since afaik ds doesn't keep any reference to the origin of an imported geometry, i doubt that studio would be able to do that anyway. ok, so these were a lot of "woulds", now here is a "could": this could be a job for a geometry importer plugin - definitely possible to achieve; i'll put it on my "interesting daz plugin ideas list" ;)
orion_uk wrote:On my desktop pc (specs in my sig) when selecting open viewport window, the window opens but just says `waiting`, with no end (orange scrolling bars at the top) until I click reload, then it says building geometry and starts to render!
More to do with my computer/setup or me misunderstanding you think?
apart from another bug, the next best reason could be that "live" is switched off (either using the viewport button, or by unticking the checkbox in the common tab). if you need to click reload to get started and also need reload to update geometry in general, than this is most probably the case. if subsequent geometry updates (morphs, etc.) are done automatically but not the initial build, there mus be something different happening.
orion_uk wrote:Finally, do you think that movie file or image sequences (PNG most importantly of all) could added as options to texture maps?
there is already basic support for this. if you select any image that has a 4 or 5 digit number right in front of the file extension (say grab00001.jpg), then the plugin will try to load images from this sequence according to the current frame number - note, that this update will only happen when rendering an animation via the plugin. better support like offset or loops might come, but has currently low priority since it is not all to complicated preparing a fitting sequence using video editors....

Re: (Late) 1st impressions and MY confusions :P

Posted: Sun Apr 07, 2013 1:48 pm
by orion_uk
i'll put it on my "interesting daz plugin ideas list" ;)
The one that seems to grow with every post I make :shock:

the next best reason could be that "live" is switched off
Doh, slaps himself round the head with a wet fish and dunks his head in a barrel of ice cold water before getting his coat and leaving the room :roll:
there is already basic support for this. if you select any image that has a 4 or 5 digit number right in front of the file extension (say grab00001.jpg), then the plugin will try to load images from this sequence according to the current frame number - note, that this update will only happen when rendering an animation via the plugin
aaahh ok, I did (kinda) try this but not using the render animation option, I just scrubbed through the timeline and rendered the next/current frame and saw no changes..Thank you :D :)

Starting to get use to how things run in both DS & this wondeful plugin (now that i am getting time away from the kids to read the documentation) I guess I am learning too many new software programs at once given the little free time I do get where I dont have to focus on other things! :P

My first attempts (W.I.P):

http://render.otoy.com/forum/viewtopic. ... 47#p132847

Thank you for being so accomodating, giving me so much of your time (sorry) and for putting up with all my silly questions :D