hi all.
as previously stated, here is the so-called "preview" for 1.5/2.0. please read the following carefully...
IMPORTANT NOTE HERE:
this release is primarily meant to substitute screenshots, videos, or feature lists about what will come, by a running plugin version that has almost all of that included. you must be clear that this is not meant to do serious work. the plugin code was taken "as is", in the state i was forced to leave it about 2 months back. you will probably notice all the many changes; some stuff will work as expected, other stuff will not, still other things partly (be it brand new or known) - but most of esp. the upcoming features should be at least ready to try them out to some point.
pls don't do bug reports at this point - whatever isn't working is not mainly because of a bug, but most probably because it is still unfinished!
HOW TO USE:
the installer dl contains everything needed to install either the 2.0 version (= octane 2.06), the 1.5 version (= octane 1.55) or the current old 1.2 version (= octane 1.2).
if you like to keep your current install save, you may create a copy of your daz studio program dir - usually sthg. like "C:\Program Files\DAZ 3D\DAZStudio4" by copying this folder you get another working ds version, which you can install the plugin into, without affecting your current working version. pls note that the copied studio version needs to be started at least once in order to have the installer find it.
it is also a good idea to create a copy of your settings and mats db files: in %HOMEPATH%\OctaneRender\Data
DOWNLOAD:
http://render.otoy.com/customerdownload ... _Setup.exe
NEXT:
i'm going to do a weekly update until the planned release, which will successively sort out issues and annoyances, usually every sunday evening.
i'll also add another post with more details about changes and features within the next 2hrs.
OcDS 1.5/2.0 PREVIEW
Moderator: BK
Forum rules
Please keep character renders sensibly modest, please do not post sexually explicit scenes of characters.
Please keep character renders sensibly modest, please do not post sexually explicit scenes of characters.
CAMERA
apart from new octane features, like stereo rendering, there are a number of unique new features to the camera:
- free autofocus positioning
there is a new viewport picker, along with settings in the focus menu, that allow the focus point to be freely placed; af pos movement can be animated also.
- multi point autofocus
while the standard autofocus is a single point (now adjustable), there is also a multi point autofocus mode, that mimics real world camera behavior. the number of focus points can be adjusted.
- autofocus speed
this is available for animations only; usually focusing works immediately whenever a new object is in the focus center. by setting a variable delay, ranging from 0 - 2000ms, the behavior of real world autofocus, which needs some time to re-focus, can be imitated.
- linked focus
the octane camera focus can now also be directly linked to the daz camera focus - i.e. in order to use the focus planes.
- coupling of aperture and focal length
of course without dimming the render. will help to maintain a natural focus depth when zooming in/out.
- camera motion blur
works independently per camera; every camera can be set to a particular shutter speed (ranging from 1/1000s to 4s). there is a global switch to turn cam motion blur on/off, in a new viewport menu called "sfx", and in addition the effect can be turned on/off for every camera independently.
VIEWPORT
there was some ui works done in order to have a more in-line look and better readability / button feedback; btw, also the plugin controls in general should now adjust better to the different ds style templates.
- camera navigation via mouse
supports pan and rotate, orbit, move fwd/back, and zoom in/out - just click the help "?" button and click anywhere in the viewport to see the keyboard modifiers for the different movements.
- additional menu to select daz/octane cameras directly from there
- new clay modes, now in a new (bottom) submenu.
available clay modes: normal/off, diffuse (all materials are rendered as diffuse, color (a particular material color is rendered instead the material itself), clay + (known gray clay materials plus light sources), clay (all gray clay mats).
- new "sfx" submenu
to control global usage of post processing, camera motion blur and object motion blur.
- improved white point picker
it now shows a preview of the color that is about to be picked
- additional picker tools for autofocus point and render region
- pressing esc cancels ongoing focus pos, whitepoint and render region picker tool action and reverts to the prev. state
- zooming/panning the render image (mouse wheel/drag) is now also available when the scale-to-viewport render mode is selected
REGION RENDER (v2.0 only)
- region render can be activated by using the respective viewport picker
- in order to make controlling regions rendering easier, and independent maxsamples amount esp. for regions can be set up in the preferences tab; either exactly this amount is added to a region, when selecting a new region after rendering has stopped, or when rendering starts anew (or the region is set while rendering still proceeds), the region is rendered to this amount of maxsamples.
in other words, the plugin calculates the amount of the needed kernel maxamples number to reach a particular maxsamples number for the particular region only, and adjusts the kernel value accordingly.
- the region also shows its own render progress bar to give better feedback about the region-specific render progress.
- when dragging a region, previously re-rendered regions are slightly visibly by a transparent overlay.
IMPORT / EXPORT
the plugin allows to read and write orbx, ocs and ocm files; the render settings-, environment- and material tabs have additional import/export buttons. these will import the particular types (rendertargets and associated nodes, environment nodes, material nodes), from each of these files (be it a orbx/ocs scene, or a single ocm file), and export orbx/ocm files.
in the system tab there are a number of import/export buttons, to either (also) read/write specific types or whole scenes. the system tab also allows to import/export cameras.
COPY & PASTE / SYSTEM CLIPBOARD
along with the import/export functions, the plugin allows to exchange octane nodes by copy and paste via the system clipboard - i.e. directly with the standalone; means you can press ctrl+c in the plugin alt-tab to the standalone and paste a node/material/environment/render setting/camera by ctrl+v in the standalone or vice versa. to have this work, either one of the render settings/environment tabs need to be selected, or a particular material (or n mats) in the mat tab, or the viewport for cameras (materials also have additional context menu entries).
DRAG & DROP
is going to be extended to allow any sort of dnd between nge and mat tab (be it single nodes, or full mats, scene stuff or presets or live db mats). it is also possible to create new materials by simply dragging one or more texture maps from the windows explorer (or anyhting similar) directly onto the plugins material tab, dragging images onto the nge will simply create fully set up image nodes.
NODE BASED ANIMATION
there is a new button next to the value-menu-button of every node - it gives access to the node keyframes; you can of course add/remove keyframes, navigate (first, last, prev, next), and open a graphical keyframe editor. btw, the button icon lights up whenever the current scene time is a keyframe. in the end this will work for any octane node value, currently booleans and colors are missing.
MATERIALS
apart from all the new stuff that octane 1.5/2.0 brings with them (in particular displacement, and texture mapping options)
- plain color mode
any material has an additionly internal plain color (rendomly selected but also editable), which can be turned on individually, or for all mats by using the particular vp clay mode option.
- hide material mode
any single material (=objects using it) can by completely hidden from the scene by a single click to the regarding button.
- a/b comparisons
this works along with the clipboard. the plugin not only uses the system clipboard, but also has an internal clipboard, which holds one entry from each node, material, render setting, envirionment and camera. the a/b switches (also available for render settings and environments) allow to switch between the selected material/render setting/envirionment and the one currently in the clipboard. i.e. to check stuff from the standalone (which might serve on purpose as extended editor for the plugin) before finally pasting it over.
NETWORK RENDERING (v2.0 only)
- integrated client handling, along with remote control options (wake on lan, vnc session, send to standby, shutdown)
- client stats (gpu load and temperature)
- easy setup
along with the plugin comes a gui for the octane slave daemon. for the ocds plugin it is mandatory, since it is used for additional client control and stats, but can also be used for other hosts/plugins. in particular it completely replaces the cmd scripts that come with the standalone (also supports auto start on login; run as service planned).
ANIMATION
- the render size can be fixated to the current render setting dimensions (even it scale-to-viewport is on) or the 1st render setting in the cue list.
- camera motion blur can be independently controlled for animation (global off, or per camera on/off switch).
NOTE
another post following in a short while - some final explanations - then i'm going to unlock this topic...
apart from new octane features, like stereo rendering, there are a number of unique new features to the camera:
- free autofocus positioning
there is a new viewport picker, along with settings in the focus menu, that allow the focus point to be freely placed; af pos movement can be animated also.
- multi point autofocus
while the standard autofocus is a single point (now adjustable), there is also a multi point autofocus mode, that mimics real world camera behavior. the number of focus points can be adjusted.
- autofocus speed
this is available for animations only; usually focusing works immediately whenever a new object is in the focus center. by setting a variable delay, ranging from 0 - 2000ms, the behavior of real world autofocus, which needs some time to re-focus, can be imitated.
- linked focus
the octane camera focus can now also be directly linked to the daz camera focus - i.e. in order to use the focus planes.
- coupling of aperture and focal length
of course without dimming the render. will help to maintain a natural focus depth when zooming in/out.
- camera motion blur
works independently per camera; every camera can be set to a particular shutter speed (ranging from 1/1000s to 4s). there is a global switch to turn cam motion blur on/off, in a new viewport menu called "sfx", and in addition the effect can be turned on/off for every camera independently.
VIEWPORT
there was some ui works done in order to have a more in-line look and better readability / button feedback; btw, also the plugin controls in general should now adjust better to the different ds style templates.
- camera navigation via mouse
supports pan and rotate, orbit, move fwd/back, and zoom in/out - just click the help "?" button and click anywhere in the viewport to see the keyboard modifiers for the different movements.
- additional menu to select daz/octane cameras directly from there
- new clay modes, now in a new (bottom) submenu.
available clay modes: normal/off, diffuse (all materials are rendered as diffuse, color (a particular material color is rendered instead the material itself), clay + (known gray clay materials plus light sources), clay (all gray clay mats).
- new "sfx" submenu
to control global usage of post processing, camera motion blur and object motion blur.
- improved white point picker
it now shows a preview of the color that is about to be picked
- additional picker tools for autofocus point and render region
- pressing esc cancels ongoing focus pos, whitepoint and render region picker tool action and reverts to the prev. state
- zooming/panning the render image (mouse wheel/drag) is now also available when the scale-to-viewport render mode is selected
REGION RENDER (v2.0 only)
- region render can be activated by using the respective viewport picker
- in order to make controlling regions rendering easier, and independent maxsamples amount esp. for regions can be set up in the preferences tab; either exactly this amount is added to a region, when selecting a new region after rendering has stopped, or when rendering starts anew (or the region is set while rendering still proceeds), the region is rendered to this amount of maxsamples.
in other words, the plugin calculates the amount of the needed kernel maxamples number to reach a particular maxsamples number for the particular region only, and adjusts the kernel value accordingly.
- the region also shows its own render progress bar to give better feedback about the region-specific render progress.
- when dragging a region, previously re-rendered regions are slightly visibly by a transparent overlay.
IMPORT / EXPORT
the plugin allows to read and write orbx, ocs and ocm files; the render settings-, environment- and material tabs have additional import/export buttons. these will import the particular types (rendertargets and associated nodes, environment nodes, material nodes), from each of these files (be it a orbx/ocs scene, or a single ocm file), and export orbx/ocm files.
in the system tab there are a number of import/export buttons, to either (also) read/write specific types or whole scenes. the system tab also allows to import/export cameras.
COPY & PASTE / SYSTEM CLIPBOARD
along with the import/export functions, the plugin allows to exchange octane nodes by copy and paste via the system clipboard - i.e. directly with the standalone; means you can press ctrl+c in the plugin alt-tab to the standalone and paste a node/material/environment/render setting/camera by ctrl+v in the standalone or vice versa. to have this work, either one of the render settings/environment tabs need to be selected, or a particular material (or n mats) in the mat tab, or the viewport for cameras (materials also have additional context menu entries).
DRAG & DROP
is going to be extended to allow any sort of dnd between nge and mat tab (be it single nodes, or full mats, scene stuff or presets or live db mats). it is also possible to create new materials by simply dragging one or more texture maps from the windows explorer (or anyhting similar) directly onto the plugins material tab, dragging images onto the nge will simply create fully set up image nodes.
NODE BASED ANIMATION
there is a new button next to the value-menu-button of every node - it gives access to the node keyframes; you can of course add/remove keyframes, navigate (first, last, prev, next), and open a graphical keyframe editor. btw, the button icon lights up whenever the current scene time is a keyframe. in the end this will work for any octane node value, currently booleans and colors are missing.
MATERIALS
apart from all the new stuff that octane 1.5/2.0 brings with them (in particular displacement, and texture mapping options)
- plain color mode
any material has an additionly internal plain color (rendomly selected but also editable), which can be turned on individually, or for all mats by using the particular vp clay mode option.
- hide material mode
any single material (=objects using it) can by completely hidden from the scene by a single click to the regarding button.
- a/b comparisons
this works along with the clipboard. the plugin not only uses the system clipboard, but also has an internal clipboard, which holds one entry from each node, material, render setting, envirionment and camera. the a/b switches (also available for render settings and environments) allow to switch between the selected material/render setting/envirionment and the one currently in the clipboard. i.e. to check stuff from the standalone (which might serve on purpose as extended editor for the plugin) before finally pasting it over.
NETWORK RENDERING (v2.0 only)
- integrated client handling, along with remote control options (wake on lan, vnc session, send to standby, shutdown)
- client stats (gpu load and temperature)
- easy setup
along with the plugin comes a gui for the octane slave daemon. for the ocds plugin it is mandatory, since it is used for additional client control and stats, but can also be used for other hosts/plugins. in particular it completely replaces the cmd scripts that come with the standalone (also supports auto start on login; run as service planned).
ANIMATION
- the render size can be fixated to the current render setting dimensions (even it scale-to-viewport is on) or the 1st render setting in the cue list.
- camera motion blur can be independently controlled for animation (global off, or per camera on/off switch).
NOTE
another post following in a short while - some final explanations - then i'm going to unlock this topic...
„The obvious is that which is never seen until someone expresses it simply ‟
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
a few last notes...
please be aware that this is not a demo nor a test version - when halting development, there ware around 12 different modules in the works, along with the 1.2 > post 1.2 octane api switch, which affects just any part of the plugin. since the plugin development was fairly affected by mentioned private issues, this is just a way to show that development was still going on (and of course will go on).
if you currently don't own a 2.0 plugin license, i'd recommend to stick with the 1.5 version until the final release in around 8 weeks. if you are happy with the final 1.5 state, it is still not too late to upgrade afterwards.
what is important regarding this is, that the 1.5 and 2.0 versions are just code subsets, and for most parts identical (and compatible) - of course apart some octane 2.0 specific features. if you already own the 2.0 standalone (but not the 2.0 plugin license), you can still use orbx export to use 2.0 on daz scenes; you will of course be able to re-import such work later into a 2.0 plugin version.
ps: i wasn't yet able to test the multi-version installer on a fresh install - if you experience issues with it, pls drop a note (or pm' me) - i'll take care of that tomorrow...
please be aware that this is not a demo nor a test version - when halting development, there ware around 12 different modules in the works, along with the 1.2 > post 1.2 octane api switch, which affects just any part of the plugin. since the plugin development was fairly affected by mentioned private issues, this is just a way to show that development was still going on (and of course will go on).
if you currently don't own a 2.0 plugin license, i'd recommend to stick with the 1.5 version until the final release in around 8 weeks. if you are happy with the final 1.5 state, it is still not too late to upgrade afterwards.
what is important regarding this is, that the 1.5 and 2.0 versions are just code subsets, and for most parts identical (and compatible) - of course apart some octane 2.0 specific features. if you already own the 2.0 standalone (but not the 2.0 plugin license), you can still use orbx export to use 2.0 on daz scenes; you will of course be able to re-import such work later into a 2.0 plugin version.
ps: i wasn't yet able to test the multi-version installer on a fresh install - if you experience issues with it, pls drop a note (or pm' me) - i'll take care of that tomorrow...
„The obvious is that which is never seen until someone expresses it simply ‟
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
one very last thing: saving and loading of octane data through .duf formats is currently blocked (where possible), as this currently will mess things up; also preset handling from the previous version. dropping content into a fresh scene should usually work, regarding more complex things (like scene loads) the following version will already see some improvements...
„The obvious is that which is never seen until someone expresses it simply ‟
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
Thank you for making this preview version available, seeing several new functions in the 1.5 version i'm really happy with.
Especially the import/export options, makes me very happy ! Did a quick experiment with a clean V4 and importing a Octane Project file (V4 data/materials. Exported from the carrara plugin) and despite this is a work in progress/ preview build it actually worked very nice..did not expect it to work
).
I did a clean install of the DS public build and installed the 1.5 version there. This worked fine. So i now have the DS public build for the weekly OcDS build and the DS version form the general release for the 1.2 version.
Definitly will be following the weekly builds
Especially the import/export options, makes me very happy ! Did a quick experiment with a clean V4 and importing a Octane Project file (V4 data/materials. Exported from the carrara plugin) and despite this is a work in progress/ preview build it actually worked very nice..did not expect it to work

I did a clean install of the DS public build and installed the 1.5 version there. This worked fine. So i now have the DS public build for the weekly OcDS build and the DS version form the general release for the 1.2 version.
Definitly will be following the weekly builds

Last edited by hamer66 on Mon Sep 15, 2014 6:57 am, edited 1 time in total.
Intel I7 6700k, 24 GB RAM, MSI Geforce GTX 1070/ MSI GeForce GTX 760
- Stevenyang0430
- Posts: 26
- Joined: Thu Feb 13, 2014 10:01 am
Hi t_3
Is it possible to get rid of the texture limits just like what poser plugin has done?
Steven
Is it possible to get rid of the texture limits just like what poser plugin has done?
Steven
in 2.0x there are no more texture limits; the system tab already reflects that by no longer showing the map types usage. in 1.5x this limit is still standing - this is not plugin specific, it just depends on octane's capabilities...Stevenyang0430 wrote:Hi t_3
Is it possible to get rid of the texture limits just like what poser plugin has done?
Steven
„The obvious is that which is never seen until someone expresses it simply ‟
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
if you want to do some "real" rendering do not even try itgaazsi wrote:does it make sense to try it? or too many bugs left and better wait for the final release?
that texture limit thingie was my only big problem all the time, that sounds like really good news


Intel I7 6700k, 24 GB RAM, MSI Geforce GTX 1070/ MSI GeForce GTX 760