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Somewhere, Ray Harryhausen is jumping up and down in glee, pointing and shouting "That's what I meant!"
Oh that's awesome, and if I can get it to work (haven't had a chance to play with ultrascatter yet) it'll let me do a couple I always wanted to do but couldn't because my machine would melt most of Texas if I tried to render that many characters
Out of curiosity, does Ultrascatter still crash when Octane is enabled? I just picked up the full version of Octane and am running into many issues now.
I posted over on the OTOY forums, but Paul (the developer) said that it is not an Octane issue, but an Ultrascatter issue.
-p
I was playing with this last night and with the exception of doing multiple layers on one item it has a lot in common to Vue's ecosystem module. Can't wait to have some time to devote to it. Lots of fun!
I can’t see that it is an UltraScatter issue. Using scripting I can only expose default Daz studio functionality - this is not a plugin that creates new functionality. I believe it is a problem with Octane being unable to render Instance Groups which are a standard feature of Studio.
Howie,
I think your instinct may be correct, but Paul (the developer) may need a nudge to investigate the issue. Would you mind posting over on the OTOY forums?
Also, if you didn't see it, here is the log file from the error (see below). Ultrascatter works the first time. But when run again on a scattered object, then it throws this error. Also, when scattering a large number of instances (like 8,000+), Daz Studio crashes entirely. Octane must be disabled to avoid the crash and errors.
ok this is awesome but it smokes my bran and now I'm at the end of my cunning.
the cube her has one bles side I sue to check the rotation thing. I used the sma map for rotation and distribution, in green ( see below) which should rotate only the y achis but the roll some other way as well and sink into the plane, so where do I go wrong. was imagining with that scne there would be a tunr around with that
To rotate on only the Y axis, your rotation map must have only neutral (mid gray) values in the red and blue channels. Your image is not created that way, so you are getting rotation on all axes. The attached screenshot shows each of the channels in your rotation map.
the pdf said the green channel drives the y achsis rotation and with the grey value circle I had them twist into the ground even worse,
I don't know what you mean by "grey value circle". Did you change the rotation map to a grey image? If so, that is incorrect. You should be changing only the red and blue channels of the RGB image to solid mid tone value. Only the green channel should have values 0-255. The resulting image will look green and magenta, like the example in the PDF. Do you have an image editor (like Photoshop) that allows you to view and edit the individual RGB channels?
I guess I start to understand, I have gimp, so yes I can see the channels, I didn't understand that the other channels need to be evenly grey, for the rotation, this is more complicated than it seemed
but when I use 255 to 0 I get the green to black as above... mghr, my brain...
Basically, a lot of stuff is hand waving coordinates as color because both happen to have 3 values. That's really all it is.
So you can easily 'package' a set of XYZ coordinates as a RGB color map, and the program just goes 'oh, .8 Red is .8 X, ok' and there you go.
'Middle gray' for a color layer is just saying middle coordinate value.
If coordinates are being interpreted as rotation, middle value means 'no rotation' while max value is max rotation one way, min value is max rotation the other way, along whatever axis is associated with the color.
Thanks Will, but the strange thing is, now I tried with those values I now have a map where red and blue channels are really black and the green is green 255 and that one acutally turns my cubes only around the y axis. Now the funk I have have to find out why gimp is being wierd is, that I made that with the green and the magenta for the colour transition... I'm kind of flabbergasted but that is probably between me and gimp
ah, I was mistaken. I think it's not going - to + rotation, it's going 0 to 360 rotation.
So black is 'don't rotate.'
I've been working with Normals which are - to + value
Well the pdf says the othehr channels need to be middle gray, so that would make your first post correct. I'll figure it out anotther day, today my brain is not responsive anymore :D
Make sure your image is saved as a .PNG JPEGs can introduce artifacts that we can't see with the naked eye, but the computer picks up on and rotates slightly or greatly. Just my 2 cents
@HowieFarkes
Just a quick update from my post above, I spoke with the developer of Octane and he was able to fix the crashing issue when opening a scene file....which is awesome.
However, there is still the [unrelated?] error when re-running Ultrascatter on a scattered object (This is what the log file above is about). The log says there is an error in line 1860;
Can you elaborate on what this error is refering to? Perhaps I can investigate this issue myself if I knew what it meant.
Thanks Howie,
-P
Thanks for the pointer, goot to keep in mind but I'm afraid the problem still lies with how Gimp makes a gradient compared to photoshop
You should be painting your gradient only in the green channel, not in the RGB view, to be sure you do not change the red and blue from their mid values.
oh.. that's possible?... seems I need to learn that. Going to google for that...
Line 1860 is where the script starts to load the needed include files. So although it is line 1860 it is actually the first action the script takes which is trying to load the "constants" file. Now I don't know what Octane is doing but it "looks" to me like:
1. You attempt to run the script in DazStudio
2. Studio creates a QObject of some sort which is the container for the script and its objects
3. Octane deletes the QObject or somehow prevents it being created
4. Script is unable to continue due to missing QObject
This is only conjecture on my part. UltraScatter is made using DazScript which is a scripting layer that exposes _some_ of Studio's functionality. As a script it does not have direct access to QObjects so not sure what I can do. What it looks like to me is that Octane is somehow creating a condition that prevents the script from even trying to run.
Hello
I can't run Ultrascatter V1.1.4 script in DS4.10.0.123. "An error occured while reading the file see the log for more detail" when I click on the script file
Here is the log
"2017-12-12 22:38:46.258 Loading script: D:/!Librairie DazStudio/Content/Scripts/UltraScatter/UltraScatter.dse
2017-12-12 22:38:46.284 WARNING: Script Error: Line 130
2017-12-12 22:38:46.284 WARNING: Error: Invalid arguments passed to Pixmap()
2017-12-12 22:38:46.284 WARNING: Stack Trace:
<anonymous>()@D:/!Librairie DazStudio/Content/scripts/ultrascatter/resources/scriptcomponents/hf_app.ultrascatter.ui.dse:130
2017-12-12 22:38:46.285 Error in script execution: D:/!Librairie DazStudio/Content/Scripts/UltraScatter/UltraScatter.dse"
Can someone help me?
Thanks
How did you install, Connect (Smart Content or install pane in DS) or Daz Install Manager?
Thanks Richard
Via DIM in a temporary folder and then I copy the files in my definitive script folder.
Try installing with DIM and using that straight, just in case there's a folder name dependency that is being broken.
Your were right Richard!
It works now. It's the first time it happened.
Many thanks !
I am not sure if this question has been answered before, so please forgive me if I've missed it. I've got a freebie that I'm trying to attach instances to, but no matter what I do, the instances orient so their bottom points to the ground rather than the item I'm trying to instance them to. The item is a freebie, so it may not be set up the way other items are--I had to import as obj. Is there an easy fix for me? (I'm working on an alternate solution, so it may take me a bit to check back on an answer.)
Check for an option to orient toward normals or something like that. I'm not on a computer with DS to check right now.
I will try that. Thank you, @barbult. I appreciate your help.
Align object to normal is already checked. I may substitute a different object and see if that works better.