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OcDS 2.1 PRE RELEASE 4th

Posted: Wed Nov 19, 2014 2:52 am
by t_3
FIXES:
  • material loading from scenes could result in empty mats (if they were created from presets or already once saved materials).
  • a number of triggers for auto geometry updates (aka "live" mode) were broken.
  • the octane camera could get "locked" into a zero focus distance.
  • the focus picker position did take the horizontal/x pos also for the vertical/y pos, thus wasn't correctly placed.
  • also the saved focus picker position was off in fixed sized renders.
  • the focus shortcut ALT+click in the viewport didn't work.
  • unlinking octane materials didn't cause render restarts.
  • when the last oc mat link was removed (so it got "unused") the mode buttons (standard/color/hidden/compare) didn't get disabled. note: these functions naturally only work for linked oc mats (=actively participating in the rendering) thus these buttons should not be accessible otherwise)
  • a few buttons could freeze ds when pressed (esp. the "live" mode button in the viewport).
  • the node editor now (again) keeps its scroll position during changes.
  • the displacement values (height and offset) didn't allow useful slider input.
  • the x/y/z suffixes were missing on some pin labels.
note about mat loading: there was a particular reason for the empty mats on scene loading, so i hope to have it 100% fixed...

unfortunately there seems to be no way to speed up loading texture maps again; in order to reflect changes in the ds event flow, the plugin can't any longer start creating maps in octane until the daz load process wasn't completely finished. previous versions did this already during the daz load processing, but that caused problems with newer ds version. even if there is no direct change in how maps are transferred to octane - they are simply loaded from disk once again as it is not possible to access them in memory - previous version did just benefit from windows disk caching if the octane map loading was started early enough. as this now happens after any file handles in studio are closed, it takes a lot longer to have octane load all the used maps again. i'll try to find a way to optimize that, but there is no guarantee that it can get any faster. if you work with lots of (big) texture maps, it's probably a good idea to place the runtime folders on a fast harddisk (this is even possible for only the maps using the runtime setup in studio).

CHANGES:
  • it is now possible to access the actual imager values also in "final" mode; in addition other inputs that are destructive are now disabled. note that it is still possible to change the daz scene contents during final, but that is not intended (and can't be easily prevented), but there is no guarantee that everything works as expected.
  • the autofocus is now allowed to get set to "infinite" = when the autofocus point isn't placed on a scene object; this is just like a real world camera autofocus would behave.
  • there is a new material edit button (left from the "nodegraph editor" button); it contains all the function of the tree's context menu plus an option to change the plain color (which is randomly chosen when a new material is created).
  • added animators for bools and colors.
  • the object texture maps list in the texture menu is more compact by skipping identical maps on different surfaces - only lists the headers = surface names then.
  • added a nv driver version warning if a not or at least not fully supported driver version is detected.
NOTES:
i aim for a 5th and last pre-release until marking the new 1.5/2.1 versions final. the next update will also switch to octane 2.13, what means that 344.89 WHQL is the definitive required nv driver version in order to work with the plugin; but even with 2.12 (the current plugin version) there may be problems if the driver version is to old, so updating drivers is recommended.

INSTALLATION:
once again hot off the press; hope to have not added some last minute bugs somewhere:
http://render.otoy.com/customerdownload ... Setup4.exe

Re: OcDS 2.1 PRE RELEASE 4th

Posted: Wed Nov 19, 2014 3:31 am
by jimgale
nice... animation can stop on a button press AND my bad-focus issue (on certain frames) is gone just by rerendering the scene. (all good!) excellent progress - will try to find more issues.

Re: OcDS 2.1 PRE RELEASE 4th

Posted: Wed Nov 19, 2014 7:50 am
by linvanchene
edited and removed by user

Re: OcDS 2.1 PRE RELEASE 4th

Posted: Wed Nov 19, 2014 9:10 am
by Laticis
This is exciting stuff and all great news except for oner thing (semi unrelated )
t_3 wrote:means that 344.89 WHQL is the definitive required nv driver version in order to work with the plugin; but even with 2.12 (the current plugin version) there may be problems if the driver version is to old, so updating drivers is recommended.
I installed 344.65 the other day an it broke the NVidia Control Panel, the only way I could get back was the download and install the driver from Gigabyte 337.91
Its always hit and miss when it comes to driver updates for me.

Re: OcDS 2.1 PRE RELEASE 4th

Posted: Wed Nov 19, 2014 12:04 pm
by SiliconAya
Considering 344.75 WHQL was just released today, getting 344.89 is going to be hard :)

I have 344.11 installed and it works fine for me (with standalone 2.13 as well, but I am seeing quite a bit of a slowdown in 2.13 under PMC, ~15%, which is more than the 10% they said it should be max :( ).

Re: OcDS 2.1 PRE RELEASE 4th

Posted: Wed Nov 19, 2014 12:57 pm
by cyprine
how about the geographt ?

Re: OcDS 2.1 PRE RELEASE 4th

Posted: Wed Nov 19, 2014 1:18 pm
by joelegecko
Nices fixes but no matter what options I pick in the preferences, whenever I save a scene and load it back, it's either completely blank materials for all materials or many of them missing with other onse correctly saved.

If I can help to fix that issue, I will gladly do so because this is essential to keep working with it !

A lot of other things do work well though but what's the point if you can't even save or load a scene without losing most of your materials settings...

Re: OcDS 2.1 PRE RELEASE 4th

Posted: Wed Nov 19, 2014 4:42 pm
by kraken
added animators for bools and colors.
Does this mean you can animate materials now? Would be nice to blink lights, change from diffused to specular, rotate cloud maps on planets, or change from one material to another. I guess you'd have to link that to the timeline of Daz. Oddly, I did generate a scene recently where the fractal surface "moved". I don't know how that happened. Of course I lost the materials settings so have no clue how to recreate it.

Thanks for working so hard on this plug-in.

Re: OcDS 2.1 PRE RELEASE 4th

Posted: Wed Nov 19, 2014 7:10 pm
by larsmidnatt
Do we have support for the 1.1 materials yet?

My Windows installation finally died and I decided to upgrade my computer, but it has 760's in it now so I don't think that works in 1.1. (maybe I am wrong) But I could take out one 760 and put in my 660 in so I can keep using 1.1 if needed. I noticed in they download page 1.0 is there and 1.2 but not 1.1...so I might have to backtrack and figure out how to get back to 1.1 if needed.

I plan to test when I get home today. I'm hoping to get a render in. I spent the whole day yesterday just copying over the data from the dying drive to my new machine(and overcoming permissions issues). Never even got to install DS or Octane last night. But I went home today for lunch and got daz and octane preview 2.1 version 4 running. only got to render a cube so far lol

Re: OcDS 2.1 PRE RELEASE 4th

Posted: Wed Nov 19, 2014 7:59 pm
by withgoodman
Something is strange.

Props to the angle of the head is added later.

Angle of the glasses, look at the angle of the earring