OcDS 2.1 PRE RELEASE 5th

DAZ Studio Integrated Plugin (Integrated Plugin maintained by OTOY)

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t_3
Posts: 2871
Joined: Tue Jul 05, 2011 5:37 pm

... and planned to be the last before "pre" is dumped. this is built upon octane 2.15 (latest from yesterday) and tested with the latest 4.7 studio version. changed behavior of the ds api (as far as known) should be adopted now.

based on octane r2.15 means you need to have a 344.x nvidia driver version installed (WHQL preferred);
for the v1.5 r1.55 version (also included in the installer), 334.89 WHQL is min. recommended.
note: OcDS should inform you about outdated drivers and allow you to enter the nvidia driver download page right from there.

FIXES:
  • possible render restarts in background were caused by switching the active camera.
  • as of ds 4.7 the "rotation order" changes sent from scene nodes apparently generate mismatched positioning of geometries. afair previous ds version didn't at all send such changes but the method was implemented just in case. with 4.7 it apparently came to life but not as expected, so OcDS currently sticks with a fixed rotation order when transferring the geometry - pls let me know if there are still issues.
  • the checkbox to turn off auto mat creation had no effect.
  • a long-standing bug was fixed that caused color maps set up as grayscale during auto mat creation, when "auto type" was set in the preferences tab.
  • when showing complex material setups, the node inspector (in the mat tab and in the NGE) could freeze ds; this could also happen after unfolding complex live db materials (i.e. tonyskin mats).
  • selecting preset environments in the environment tab did cause the tab do be finally disabled.
  • selecting preset environments in the environment tab did break them for subsequent uses; note that his caused the actual saved presets to be messed up, so you eventually need to re-create them; if you have lost some precious settings, please contact me via pm as there might be still a way to extract the settings from the presets db file (and pls keep backups of your stuff!).
  • it was not possible to rename environments (scene items as well as saved presets).
  • it was not possible to use "new" in the environment tab when the "no environment" entry was in place.
  • all previous versions did save absolute instead _relative_ (runtime based) texture map paths; since OcDS now only uses the octane api to create xml save strings (and import/export stuff) the problem was that octane doesn't know and also don't keep relative paths in individual nodes, so when i.e. the runtime folder did change this could result in missing maps (also the live-db cache was affected, i.e. when changing the cache folder location). regarding scenes it is recommended to re-save them (and keep backups!) to have them use relative paths, regarding the live-db cache it is recommended to clear it (in the preferences tab), so the materials are re-loaded on demand.
  • exporting a scene to an .orbx package did fail at 2nd and subsequent tries.
  • when using resized maps (by setting them up in the textures tab) the references to the actual files were lost during save (means the maps were missing on load).
  • there were a couple of issues when saving/loading material templates (either as preset or to .duf).
  • using "reload all maps from disk" on a material (or a number of selected materials did not work.
  • "reload from disk" didn't work when an image was currently resized.
  • using "copy as new and move links" on a material (in the mat tab context menu) could cause the output to be disconnected after the copy.
  • when changing wiring of (image-)nodes in the NGE, the textures tab wasn't updated (to reflect possible changes).
  • missing functions in the textures tab should now work (change node type and change texture map for all regarding image nodes).
  • deleting materials by deleting scene objects could cause left over texture entries in the textures tab.
  • vram calculation for grayscale maps was wrong (causing maps usage be shown to high).
  • a number of copy&paste methods didn't work or work as expected; amongst others also the "paste settings" methods were affected.
  • copy&paste could fail on texture maps with non-ascii characters in their paths.
  • a newly added rgb image node (i.e. in the NGE) was set up with gamma 1.0 instead 2.0.
  • not a "fix" actually: OcDS now tries to force window focus during mouse moves over areas that may receive keyboard shortcuts (main tabs, mat trees, thumbs views, NGE, viewport), so it should be sufficient to only move to mouse cursor into such an area to allow them to receive keyboard shortcuts. in other words the keyboard shortcuts should now also work more reliable since other applications (or even other windows in ds) can't "steal" the focus.
  • a/b compare was not available for materials (e.g. when a material was copied to the clipboard using a/b compare only resulted in a blank mat being rendered).
  • directly after extracting a pin node in the NGE (by alt dragging it out from its parent node), the pin reference was wrong, causing wrong wiring.
  • double clicking a node in the NGE (which is in general pointless) could cause redraw errors.
  • the node inspector (in the mat tab and the NGE) had several display issues (i.e. wrong placed dropdown boxes or template node bars).
  • using the cursor keys after selecting a thumbnail in the mat tab thumbs views caused a jump to another thumbnail instead the next one.
  • hovering the mouse over the mat tab thumbs views could lead to showing a big preview of a random thumbnail (what should only happen when clicking it).
  • the viewport/octane camera autofocus position did jump around when switching scale-to-viewport on/off
  • the viewport/octane camera autofocus position could not be set with a single click (needed to move the icon)
  • the viewport/octane camera autofocus could have changed when only fov and/or aspect ratio did change (this could also happen when switching scale-to-viewport on/off)
  • when gpu vram is maxed out, this could lead to an infinite loop of render restarts (and again failures).
  • when maxing out vram (or getting close) accessing the system tab could freeze ds.
CHANGES:
  • the oc conversion fom the daz camera to the octane camera now respects the daz "frame width" parameter, which was exposed in 4.7.
  • the octane camera has the "perspective correction" control added
  • the octane camera options now has an additional switch to turn "infinite" autofocus on/off; e.g. when the focus point enters an area where only the background/nothing is in direct focus, the camera either keeps the last autofocus distance (=infinite off) or focuses to some km's distance (=infinite on).
  • when adding older scenes, now unavailable octane camera controls are removed (e.g. "stereo" did exist in 1.x, but was replaced with "stereo mode" in 2.x).
  • material import from ocm/ocs/orbx files was improved and also a few bugs fixed; also the nodes are now auto-arranged during import/export or copy & paste from/to external sources (like the standalone) so the graph isn't messed up by the different orientations i.e. between OcDS NGE and standalone.
  • "wait for dz background tasks" is now always used - the according checkbox removed from the ui; this means that i.e. during load OcDS waits until things like smoothing have finished in studio, before it continues generating materials/geometries. pls note, that ds still has no interface to find out what exactly goes on in the background, so this is only a "catch all" to avoid problems because of ds unsupported multi-threaded access to geometries as good as possible.
  • as of 2.15 the iso, f-stop and exposure values in the imager were replaced by a new single "exposure" value; since the standard default of 1.0 for this new exposure means notable brighter render output compared to the previous versions, OcDS sets some different default in order to keep the brightness of previously saved environment presets (when loading old scenes, the value is converted automatically and the output brightness should be the same as it was).
  • the default values for sun and hdri power are now set in a way they maintain around the same output brightness; btw. pls take a look on the new "highlight compression" parameter in the imager node - this is quite helpful to soften overshooting highlights in bright scenes.
  • the auto-selection for map types now is more centered on the actual target pin meaning (diffuse, bump, etc.) than the actual image type (gray or not gray), since often also maps that were meant to be grayscale contain some sort of colored pixels (i.e. a logo in an unused area) that caused them to be created as rgb image nodes instead grayscale image nodes.
  • redrawing the NGE after "smart unfold" is notably sped up - has of course most effect when complex nodes are unfolding.
  • it's no longer possible to disconnect the output connection in the NGE (which could lead to problems when determining the current active material contents).
FEATURES:
  • object layer support: every scene node (that at all participates in rendering) now gets added an "OctaneRender" sub group in the "General" properties group; this means base nodes and bones also. here you can now control the general visibility (opacity value) and shadow visibility (switch) of this element; in addition, figure base nodes also contain master sliders to change all the bones at once. the "camera visibility" switch is directly linked to the visibility of the node/bone (just like it already was), but works notably faster now, since it no longer needs to rebuild the geometry. i'll maybe add a viewport tool (or other viewport option) to control these values/switches also from there.

    pls note that the object layer controls are created only _after_ the rendering was at least once started (since the geometry isn't transferred until then).
  • the NGE context menu (when right-clicking an empty area in the NGE) now contains a method to auto-arrange the nodes; also available by ctrl + alt + a.
  • the material context menu (available by either right clicking a mat in the mat tab or clicking the gear icon button next to the NGE button) now has an option to set image resizing (only for image nodes of course). note that since the resizing is _map_ based (not _node_ based) this will affect all usages of the same map file in the scene (just like it does in the textures tab).
REPORTING ISSUES:
  • if you like/need to submit a feature request or bug/problem, please use this online form:
    http://www.octanefordaz.com/report
  • you can also visit this link from within OcDS, from the OctaneLive tab. by doing it from there, a number of requested info is already set according to OcDS/studio/os version, etc.; ps: in the OctaneLive tab you also find some links to i.e. locations of the ds log file, OcDS debug.log file, data folder (where presets are) and so on.
NOTES:
  • i'll try to take a deeper look into geo graft issues now. unfortunately there is no way to "roll back" some parts to 1.2 code that was based on a completely different octane api. also the 1.2 version did cause geometry issues (cracks, edges) which are definitely sorted out as of 1.5; it's just that the way how it works and/or is accessible through the api isn't easy to translate over to octane while maintaining ease of use; i probably can try&fail for weeks finding proper solutions, but let's see if i can come up with sthg. until holidays...
  • a couple of more or less smaller issues still need to be fixed, hopefully none that are overly crucial.
  • instances will come back with the next (non-pre) update also.
  • LAMH still waits to be implemented - unfortunately not a matter of a few days only.
  • last but not least: as long as my work days are 14hrs+, i can't easily participate in forum discussions. if you need support you can reach me via pm, you now also have an online form - preferred, since it allows to quickly collect needed info (on my as well as on your side) - and apart from that i hope and wish you will be able to keep the community here kind and helpful!
INSTALLER:
http://render.otoy.com/customerdownload ... Setup5.exe
The obvious is that which is never seen until someone expresses it simply

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thd777
Licensed Customer
Posts: 19
Joined: Sun May 18, 2014 6:25 pm

Thanks! Downloaded and installed without a hitch. First couple of tests went well. Will experiment more tomorrow.
Ciao
TD
sixb0nes
Licensed Customer
Posts: 42
Joined: Sun Nov 17, 2013 8:19 pm
Location: Canada

Thanks t_3 for your efforts. Keep up the great work!
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Laticis
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Posts: 154
Joined: Sun May 02, 2010 2:23 pm
Location: Darwin, Northern Territory, Australia
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Thanks heaps t_3 :)
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DrHemulen
Licensed Customer
Posts: 317
Joined: Thu Dec 26, 2013 7:09 pm

Great Xmas present t_3 :)

How bad are the geografting issues? In 1.2 there are workarounds (geoshells and text file manipulation) to get around them completely, is such shenanigans possible in 2.1R5?
GTX 780, 6 gigs of VRAM - Win 7 Home Premium 64 bits
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linvanchene
Licensed Customer
Posts: 783
Joined: Mon Mar 25, 2013 10:58 pm
Location: Switzerland

Thank you for all your work that went into this update.

Indeed best holiday present ever. :lol:
Win 10 Pro 64bit | Rendering: 2 x ASUS GeForce RTX 2080 Ti TURBO | Asus RTX NVLink Bridge 4-Slot | Intel Core i7 5820K | ASUS X99-E WS| 64 GB RAM
FAQ: OctaneRender for DAZ Studio - FAQ link collection
Dkron
Licensed Customer
Posts: 5
Joined: Tue Sep 24, 2013 10:48 am

Works much better than the previous pre releases. But when i load a older scene or start a new one from scratch, whenever i press the "Final"-Button, G2F becomes bold and naked. But everything else seems to be working.There was an scale issue when i loaded props from "Office pack 2" from Tuketama at renderosity, they appeared much to large in the Render Viewport.Now its working correctly.
Thanks t_3.
leblancd
Licensed Customer
Posts: 63
Joined: Tue May 13, 2014 6:41 pm

Wow! So much fixed!
Nice work. Thank you!!

One question: I used to be able to zoom the image in the OcDS viewport without causing a re-render, with the mouse wheel. Now, the mouse wheel scrolls the image up and down. How do I zoom the image now, or is that a problem to re-implement?
garand3d
Licensed Customer
Posts: 73
Joined: Sat Mar 08, 2014 3:13 am
Location: BC, Canada

Awesome!! I'm downloading it now, will happily play with it during the weekend.
I hope the issue with objects getting incorrectly positioned in the viewport is truly a thing of the past now, I was just hoping that if nothing else would get fixed in a new update then at least this issue would be.
But from the changelogs, I'm excited to see that apparently tons of issues were addressed including that particular one.

Thanks, t_3!
Keep up the good work!
Win 10 Pro 64bit | 2 x ASUS GTX TITAN BLACK, 6GB GDDR5 | Intel Core i7 3770K, 3.50 GHz | 32 GB RAM
MSI GT83VR SLI 7RF | Win 10 Home | 32 GB RAM
DAZ Studio Pro 4.10.0.123 | OR S.A. V3.01.1b | OCDS V3.8.2.39 | GeForce Driver 398.36
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AtticusBones
Licensed Customer
Posts: 10
Joined: Sat Jun 14, 2014 9:30 am

Many fixes make me happy! Thank you, t_3.
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