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About Varied / Artist Premium Member linvanoakMale/Switzerland Recent Activity
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Swan 02775 by linvanoak
Swan 02775
Swan 02775
"Just another swan song."

captured by linvanoak

location:
Verkehrshaus, Luzern, Switzerland.

Equipment used:

Sony ICLE-7R
with
Sonnar® T* FE 55 mm F1,8 ZA

Original Resolution:
7360x4912

F 1.8
1/500 sec.
ISO 100

- - -

Additional postproduction with Adobe Creative Cloud Applications.

- - -
Loading...
Bactrian Camels 02552 by linvanoak
Bactrian Camels 02552
Bactrian Camels 02552
"Together we weather the storm."

captured by linvanoak

location:
Circus Knie, Luzern, Switzerland.

Equipment used:

Sony ICLE-7R
with
Sonnar® T* FE 55 mm F1,8 ZA

Original Resolution:
4912x7360

F 2.2
1/1250 sec.
ISO 400

- - -

Additional postproduction with Adobe Creative Cloud Applications.

- - -
Loading...
Bactrian Camel 02544 by linvanoak
Bactrian Camel 02544
Bactrian Camel 02544
"Two hills and one mountain."

captured by linvanoak

location:
Circus Knie, Luzern, Switzerland.

Equipment used:

Sony ICLE-7R
with
Sonnar® T* FE 55 mm F1,8 ZA

Original Resolution:
4912x7360

F 2.2
1/3200 sec.
ISO 400

- - -

Additional postproduction with Adobe Creative Cloud Applications.

- - -
Loading...
Elephant 02360 by linvanoak
Elephant 02360
Elephant 02360
"When taking close up pictures of Elephants be aware of the reach of their trunks."

captured by linvanoak

location:
Circus Knie, Luzern, Switzerland.

Equipment used:

Sony ICLE-7R
with
Sonnar® T* FE 55 mm F1,8 ZA

Original Resolution:
7360x4912

F 1.8
1/100 sec.
ISO 100

- - -

Additional postproduction with Adobe Creative Cloud Applications.

- - -
Loading...
When loading and converting DAZ Studio materials into the OctaneRender plugin for DS you are facing two options:

- Either you let the plugin load all materials and convert them automatically.

In that case you risk that more textures are loaded than VRAM space is available.

or

- You manually manage which materials are loaded.

In that case you may need to invest more time for manual selections but have better control over which textures are loaded and updated.

- - -

Which setting is controlling if DAZ Studio materials are loaded automatically and converted to OctaneRender materials?


In the OctaneRender plugin for DS Preferences Tab you find the option

"Automatic material updates after content loads"

If you remove this checkmark only the geometry and no textures are loaded when you open the OCDS viewport.

- When you open the OCDS viewport all the geometry will be displayed in a default gray material.
- This also means that whenever you change DAZ Studio materials those texture changes will not automatically be updated in the OCDS viewport. :!:
- If you change DAZ Studio materials while working on the scene you will need to reload them manually each time with any method explained below.


Automatic material updates after content loads - d by linvanoak

Why would you want to deactivate the automatic loading and converting of DAZ Studio Materials?


Especially if you are working on an older workstation with a GPU that has only 1 or 2 GB of VRAM you will notice that many scenes will be larger than your VRAM.

If the scene is larger then your VRAM it can happen that the plugin

- is stuck in an infinite loading loop.
- materials are loaded and converted randomly with some surfaces remaining untextured.
- the diffuse channel may be converted from the colored type "image" to "floatimage" which will transform all textures into grayscale to save VRAM space.

By deactivating "Automatic material updates after content loads" you load only the geometry of the scene.
You can now use a manual workflow to better control which textures are loaded in which quality.

The basic idea is to load only those textures that are actually visible in the viewport.

There is not much point in loading any textures that are not visible in the final render.
If you are using reflective surfaces you may also want to load those surfaces that show up in the reflections.

- - -

Use the tool "Select DAZ Surfaces & Octane Materials" in the OCDS viewport to select any untextured surface.


If you deactivated "Automatic material updates after content loads" when you open up the OCDS viewport for the first time only the geometry will be loaded.

In the OCDS viewport the third icon of the left switches to the tool

"Select DAZ Surfaces & Octane Materials"

With that tool active you can click on any surface in the OCDS viewport.
In the OctaneRender plugin material tab the surface you clicked will be selected.

Select DAZ Surfaces & Octane Materials by linvanoak

If you are opening the OCDS viewport for the first time on a new scene the surface names will be written in orange.
This means that no materials are yet assigned to that surface.



In the OCDS material tab right click on any surface and select "Create as new material - Auto Material" to reload the DS materials for that surface.


To manually load any DAZ materials of a surface and convert them into OctaneRender materials all you have to do is to right click on the surface and select

"Create as new material - Auto Material".

Right click - Create as new material - Auto Materi by linvanoak

What does the automatic conversion from DAZ Studio to OctaneRender materials do?


The OctaneRender plugin will automatically load and convert any standard DS materials.
In most cases the plugin is able to detect if the DS material is a matte material and convert it to a OctaneRender "Diffuse" material or if it is a reflective material and convert it to a OctaneRender "Glossy" material.

If you quickly want to convert a "Diffuse" material to a "Glossy" material you can do that in the Node Graph Editor (NGE) by simply changing the type from "Diffuse" to "Glossy". Most maps will stay in the same slots but you will get the additional options that are exclusive to "Glossy" materials.

Because the native DAZ Studio render engine 3Delight uses a different node system than OctaneRender not all shaders can be converted. Any 3Delight exclusive shader setups will in most cases be converted to a much simpler basic material setup.

Especially Shaders with Subsurface Scattering (SSS) will most likely be transformed into a "Diffuse" material.
You will have to do additonal work to transform them manually into an OctaneRender "Specular" material with SSS.

- - -

If the conversion is successful you can immediately see the change in the OctaneRender for DS plugin viewport.

Auto material loaded for Stairs2 by linvanoak

The surface Stairs2 is written in white in the Materials Tab Scene surface list to indicate that a material is now assigned to that surface.
Grass and StonesSmall are still written in orange because those surfaces have not yet an OctaneRender material assigned to them.

Use CTRL and SHIFT in combination with mouse clicks to select multiple surfaces at the same time to load them together. 


As in most software you can use CTRL and SHIFT in combination with mouse clicks to make selections.

"Holding CTRL + left mouse button click" will add multiple surfaces to the current selection with each click. Click on the same surface again while holding CTRL to remove a surface from the selection.
"Holding SHIFT + left mouse click" will add all surfaces to the selection between the first and the last surface you clicked.
You can combine both methods to quickly create the selection of surfaces you want.

After you have selected those surfaces you want you can right click on the current selection and choose

"Create as new Material - Auto material"

use SHIFT and CTRL to select multiple surfaces and by linvanoak

All surfaces that are in your current selection are marked in orange with black writing.


Use "Missing - Create as Auto Materials" to quickly load and convert all missing materials


In some cases you still may want to have a quick way to load all remaining DS materials for the surfaces that were not yet converted into OctaneRender materials.

In the OCDS material tab you can find the button 

"Missing - Create as Auto Materials"


Clicking this button will load any DS materials on all surfaces that still have no material assigned and convert them into OctaneRender materials.

Missing - Create as auto materials by linvanoak

Be carefull using this option if you have not much VRAM left.

If you have enough VRAM available your scene should be textured completly with all DS materials loaded and converted into OctaneRender materials.

While the plugin does a great job converting the materials and providing a reasonable default setting you may still be able to improve the result by experimenting with the values of bump, normal, displacement.
For "Glossy" materials experiment with specular and roughness settings.
Try adding some SSS to some volumes.

Use the OCDS System tab to get information about available VRAM space


In general while loading textures it may help to have a quick look at the available VRAM space in the OCDS system tab.

check the OCDS system tab to see how much VRAM is  by linvanoak


In the OCDS textures tab you can resize any textures to 1/2, 1/3, or 1/4 of their original size.

One of the most overlooked features may be to actually lower the size of the textures directly inside the OCDS texture tab. The feature may be hidden away on first glance.

Clicking on the first column "resize" in the OCDS textures tab will open a pulldown menu.
The texture can be resized to 1/2, 1/3 or 1/4 and will take less space in the VRAM.
The original texture size is not lost and can be quickly restored by selecting the default size of 1 again.

Use the resize function on the OCDS textures tab t by linvanoak

Try to resize those textures of objects in the background.
In many cases 1/4 is enough.
Especially if you are rendering scenes with a low depth of field there is not much point of having detailed textures on the blurred objects.

- - -
- - -

Scene used to create images: Lost Ruins

deviantID

linvanoak's Profile Picture
linvanoak

Artist | Varied
Switzerland
I enjoy creating images with various tools and software.

Equipment used:

Sony NEX and ILCE cameras
Sony Alpha and E-mount lenses

Software used:

Adobe Creative Cloud Applications
DAZ Studio Pro
E-on Vue Infinite
Otoy Octane Render
Pixologic Zbrush
Sony Vegas Pro
Video Copilot Elements 3D


You can find the latest updates on:
When loading and converting DAZ Studio materials into the OctaneRender plugin for DS you are facing two options:

- Either you let the plugin load all materials and convert them automatically.

In that case you risk that more textures are loaded than VRAM space is available.

or

- You manually manage which materials are loaded.

In that case you may need to invest more time for manual selections but have better control over which textures are loaded and updated.

- - -

Which setting is controlling if DAZ Studio materials are loaded automatically and converted to OctaneRender materials?


In the OctaneRender plugin for DS Preferences Tab you find the option

"Automatic material updates after content loads"

If you remove this checkmark only the geometry and no textures are loaded when you open the OCDS viewport.

- When you open the OCDS viewport all the geometry will be displayed in a default gray material.
- This also means that whenever you change DAZ Studio materials those texture changes will not automatically be updated in the OCDS viewport. :!:
- If you change DAZ Studio materials while working on the scene you will need to reload them manually each time with any method explained below.


Automatic material updates after content loads - d by linvanoak

Why would you want to deactivate the automatic loading and converting of DAZ Studio Materials?


Especially if you are working on an older workstation with a GPU that has only 1 or 2 GB of VRAM you will notice that many scenes will be larger than your VRAM.

If the scene is larger then your VRAM it can happen that the plugin

- is stuck in an infinite loading loop.
- materials are loaded and converted randomly with some surfaces remaining untextured.
- the diffuse channel may be converted from the colored type "image" to "floatimage" which will transform all textures into grayscale to save VRAM space.

By deactivating "Automatic material updates after content loads" you load only the geometry of the scene.
You can now use a manual workflow to better control which textures are loaded in which quality.

The basic idea is to load only those textures that are actually visible in the viewport.

There is not much point in loading any textures that are not visible in the final render.
If you are using reflective surfaces you may also want to load those surfaces that show up in the reflections.

- - -

Use the tool "Select DAZ Surfaces & Octane Materials" in the OCDS viewport to select any untextured surface.


If you deactivated "Automatic material updates after content loads" when you open up the OCDS viewport for the first time only the geometry will be loaded.

In the OCDS viewport the third icon of the left switches to the tool

"Select DAZ Surfaces & Octane Materials"

With that tool active you can click on any surface in the OCDS viewport.
In the OctaneRender plugin material tab the surface you clicked will be selected.

Select DAZ Surfaces & Octane Materials by linvanoak

If you are opening the OCDS viewport for the first time on a new scene the surface names will be written in orange.
This means that no materials are yet assigned to that surface.



In the OCDS material tab right click on any surface and select "Create as new material - Auto Material" to reload the DS materials for that surface.


To manually load any DAZ materials of a surface and convert them into OctaneRender materials all you have to do is to right click on the surface and select

"Create as new material - Auto Material".

Right click - Create as new material - Auto Materi by linvanoak

What does the automatic conversion from DAZ Studio to OctaneRender materials do?


The OctaneRender plugin will automatically load and convert any standard DS materials.
In most cases the plugin is able to detect if the DS material is a matte material and convert it to a OctaneRender "Diffuse" material or if it is a reflective material and convert it to a OctaneRender "Glossy" material.

If you quickly want to convert a "Diffuse" material to a "Glossy" material you can do that in the Node Graph Editor (NGE) by simply changing the type from "Diffuse" to "Glossy". Most maps will stay in the same slots but you will get the additional options that are exclusive to "Glossy" materials.

Because the native DAZ Studio render engine 3Delight uses a different node system than OctaneRender not all shaders can be converted. Any 3Delight exclusive shader setups will in most cases be converted to a much simpler basic material setup.

Especially Shaders with Subsurface Scattering (SSS) will most likely be transformed into a "Diffuse" material.
You will have to do additonal work to transform them manually into an OctaneRender "Specular" material with SSS.

- - -

If the conversion is successful you can immediately see the change in the OctaneRender for DS plugin viewport.

Auto material loaded for Stairs2 by linvanoak

The surface Stairs2 is written in white in the Materials Tab Scene surface list to indicate that a material is now assigned to that surface.
Grass and StonesSmall are still written in orange because those surfaces have not yet an OctaneRender material assigned to them.

Use CTRL and SHIFT in combination with mouse clicks to select multiple surfaces at the same time to load them together. 


As in most software you can use CTRL and SHIFT in combination with mouse clicks to make selections.

"Holding CTRL + left mouse button click" will add multiple surfaces to the current selection with each click. Click on the same surface again while holding CTRL to remove a surface from the selection.
"Holding SHIFT + left mouse click" will add all surfaces to the selection between the first and the last surface you clicked.
You can combine both methods to quickly create the selection of surfaces you want.

After you have selected those surfaces you want you can right click on the current selection and choose

"Create as new Material - Auto material"

use SHIFT and CTRL to select multiple surfaces and by linvanoak

All surfaces that are in your current selection are marked in orange with black writing.


Use "Missing - Create as Auto Materials" to quickly load and convert all missing materials


In some cases you still may want to have a quick way to load all remaining DS materials for the surfaces that were not yet converted into OctaneRender materials.

In the OCDS material tab you can find the button 

"Missing - Create as Auto Materials"


Clicking this button will load any DS materials on all surfaces that still have no material assigned and convert them into OctaneRender materials.

Missing - Create as auto materials by linvanoak

Be carefull using this option if you have not much VRAM left.

If you have enough VRAM available your scene should be textured completly with all DS materials loaded and converted into OctaneRender materials.

While the plugin does a great job converting the materials and providing a reasonable default setting you may still be able to improve the result by experimenting with the values of bump, normal, displacement.
For "Glossy" materials experiment with specular and roughness settings.
Try adding some SSS to some volumes.

Use the OCDS System tab to get information about available VRAM space


In general while loading textures it may help to have a quick look at the available VRAM space in the OCDS system tab.

check the OCDS system tab to see how much VRAM is  by linvanoak


In the OCDS textures tab you can resize any textures to 1/2, 1/3, or 1/4 of their original size.

One of the most overlooked features may be to actually lower the size of the textures directly inside the OCDS texture tab. The feature may be hidden away on first glance.

Clicking on the first column "resize" in the OCDS textures tab will open a pulldown menu.
The texture can be resized to 1/2, 1/3 or 1/4 and will take less space in the VRAM.
The original texture size is not lost and can be quickly restored by selecting the default size of 1 again.

Use the resize function on the OCDS textures tab t by linvanoak

Try to resize those textures of objects in the background.
In many cases 1/4 is enough.
Especially if you are rendering scenes with a low depth of field there is not much point of having detailed textures on the blurred objects.

- - -
- - -

Scene used to create images: Lost Ruins
How do you set camera values like F-Stop, Focal Lenght and Focus in the OctaneRender Plugin for DAZ Studio?

Many ways lead to the same goal.
You can use the DAZ camera tab to select Depth of Field.

OR

I find the most conveniant and quickest way is to:


Set Focus, F-stop and Focal Lenght in the OctaneRender plugin viewport.

In the upper right corner of the OCDS plugin viewport you find a small camera icon.
If you hoover over it the tool tip "Edit selected camera paramters" appears.

- The 5th icon from the left will let you to "Set camera focus to scene objects"
Just click on the item you want to have in focus in the OCDS once the mouse pointer transformed into a cross "+"

- With the plugin viewport still open you can now also change the F-stop value to adjust the Depth of Field.

The OCDS plugin F-stop values behave very close to real cameras.
F 1.4 will lead to a very blurred background.
F 22 will lead to a very sharp background.


Focus selection tool - F Stop at 1.4 by linvanoak

Focal Lenght 35mm - Camera Position C
F 1.4


- - -


Focus selection tool - F Stop at 22 by linvanoak

Focal Lenght 35mm - Camera Position C
F 22

- - -

Please notice that as in real life depth of field will also depend on your Focal Lenght.

Example:

F 5.6 and Focal Lenght of 85.

With a Focal Length of 85 that is useful for portrait situation and F Stop at 5.6 the background will not be as blured as at F 1.4. Still the background will be reasonable unsharp to make the subject stand out.


Focus selection tool - F 1.4 Focal Lenght 85mm by linvanoak

Focal Lenght 85mm - Camera Position A
F stop at F1.4

- - -

Focus selection tool - F 5.6 Focal Lenght 85mm by linvanoak

Focal Lenght 85mm - Camera Position A
F stop at F5.6

- - -

F 5.6 and Focal Lenght of 35
With a Focal Lenght of 35 that is useful for capturing landscapes or any larger scenes and F stop at 5.6 you will notice that the background is barely blured.

Focus selection tool - F 5.6 Focal Lenght 35mm by linvanoak

Focal Lenght 35mm - Camera Position B
F stop at F5.6

- - -

To put it different:

The more you zoom in the more blurred the background will become while keeping the F stop at the same value.


- - -

Additional things to notice:
When working in the DS Camera Tab make sure only to use settings under Camera/OctaneRender
Other Camera values in the DS Camera tab may not have any influence on the OCDS plugin viewport.

- - -

Scene used to create images: The Streets of Asia 2 by Stonemason.

Notice for maximum image quality you should the render engine run until at least 1000 Samples per pixel are calculated. For the sake of the tutorial I captured the screenshots while the renders were still in progress.

- - -
- - -

BTW:

For those who wonder how the same scene looks before it was rendered:

DS Open GL viewport - Texture Shaded by linvanoak

DAZ Studio - OpenGL viewport - Texture Shaded

- - -

DS Open GL viewport - Wireframe by linvanoak

DAZ Studio - OpenGL viewport - Wireframe


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:icontishaartwork:
tishaartwork Featured By Owner Aug 13, 2014  Hobbyist Digital Artist
Thaaanks for the watch hihi =) 
Reply
:iconarkeoklept:
arkeoklept Featured By Owner Jun 28, 2014  Hobbyist Digital Artist
Thank you for the watch, my friend. I look forward to seeing more of your work!
Reply
:iconflamingodancer123:
flamingodancer123 Featured By Owner Mar 13, 2014
Thanks for joining :iconlotr-hobbit-club: and a very warm welcome!!!:)
Reply
:icongwasanee:
Gwasanee Featured By Owner Dec 24, 2013  Hobbyist Digital Artist

MistletoeThank you for your pleasant comments and your kind support this year! I am very happy to be a part of such a great community. I wish you and your family with all my heart a peaceful and merry christmas and a happy new year!

Take care and be always creative,
Gwas 

Reply
:iconchaotickizmit:
ChaoticKizmit Featured By Owner Dec 23, 2013  Hobbyist Digital Artist
Thanks for the :+devwatch:
Reply
:icontunareborn:
TunaReborn Featured By Owner Dec 19, 2013  Hobbyist Digital Artist
Thanks for the Watch!
Reply
:iconradthorne:
Radthorne Featured By Owner Nov 25, 2013
Thanks for the :gallery: watch!
Reply
:iconsix-kings:
Six-Kings Featured By Owner Nov 21, 2013  Hobbyist Digital Artist
Thanks for adding "Sydney Bulber House" to your favs! :) (Smile)
Reply
:iconminaya86:
Minaya86 Featured By Owner Nov 21, 2013  Professional Digital Artist
Thanks for the warch and the fave.
Reply
:icongwasanee:
Gwasanee Featured By Owner Nov 21, 2013  Hobbyist Digital Artist
Many thanks for the watch. I'm very glad you like my work and I appreciate your support :heart:
Reply
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