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nerv

First experiences with Cycles4D

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nerv    275
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  • No but you can switch between GPU and CPU rendering in cycles.  

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    index    1
    1 hour ago, nerv said:

    No but you can switch between GPU and CPU rendering in cycles.  

    ok i googled a bit about that...

    but didnt find a proper speed test GPU vs CPU.

    did you test this?

    or are we back to snail speed in CPU mode?

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    nerv    275
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  • CPU is always slower but more stable with larger scenes. This is a universal reality. 

     

    Cycles4d is out commercially and they have a demo. Maybe give it a test drive and see how it feels. 

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    Igor    467

    Guys, what about polygon counts, does C4D cares about those? 

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    nerv    275
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  • Meaning? Like a poly count ceiling? 

    I think it can handle as much as your GPU / CPU will, as far as I can tell.  

    I have hit a few scenes where polygon count was a little too high for the GPU, but switching over to CPU allowed me to continue working, albeit more slowly.   

     

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    Igor    467
    4 hours ago, nerv said:

    Meaning? Like a poly count ceiling? 

    I think it can handle as much as your GPU / CPU will, as far as I can tell.  

    I have hit a few scenes where polygon count was a little too high for the GPU, but switching over to CPU allowed me to continue working, albeit more slowly.   

     

    Yea, many renderers demand from scene to be optimized etc. With Maxwell for example thats not the case, you really dont have to care about polygon count. :)

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    nerv    275
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  • Ah gotcha.  Well, I'm sure Cycles would benefit from optimizing scenes, but I don't think it's a hard-set rule.  I think again, it's only limited by your hardware.  Someone else may want to chime in.  

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    Fastbee    53
    4 hours ago, SIgor said:

    Yea, many renderers demand from scene to be optimized etc. With Maxwell for example thats not the case, you really dont have to care about polygon count. :)

    With Cycles I've never had to worry about polygon count.  Polygons in general for all render engines don't take up a lot of space.  What usually takes up a lot of space is if you have some really high resolution textures.  Even in c4d native render engine that will suck up 16 GB of RAM fast.  Most of the time you really don't need all 4k or 8k textures either, so for it's not a problem.  If something is being zoomed up on you could animate the swapping of a low res texture to a high one in c4d.  The nice thing in cycles is the node a texture is loaded in has a built in texture sampling size to automatically down scale large texture and keep memory free.  If you need it to be higher res it makes it super easy to animate the texture getting higher res as it zooms in.  No need to swap the texture with a lower or higher res like would need to be done in c4d native render engine.

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    nerv    275
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  • Hadouken!

    giphy.gif

    This one was  fun to make. 

     

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    Igor    467
    11 hours ago, nerv said:

    Hadouken!

    giphy.gif

    This one was  fun to make. 

     

    WoW, absolutely amazing! :O 

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    nerv    275
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  • thanks @SIgor!  

    The benefits of tight x-particles + cycles4d integration.  

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    nerv    275
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  • More XP + Cy4D 

    giphy.gif

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