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Everything posted by DasFrodo

  1. No, thats actually exactly how I set it up. The interface is just a little bit confusing. Ticking the "use priority" just means it uses the "Render priority" setting above which I set to low. Every GPU that doesn't have this tick enabled is used with maximum priority.
  2. Inside C4D, not that I know of. Unless you're using ProRender C4D doesn't use GPU to render anyways, it's all CPU. Octane at least supports a setting that allows GPU's to be set to a lower render priority on a per device level. This will always be the GPU that your screen is connected to, so basically the one that does all the interface and windows rendering as well. This is what it looks like:
  3. That's pretty simple. You just need a step effector that you apply to a cloner and a spline effector set to relative mode that you apply after that. Hope that helps HAS3PDTVUV.mp4 Spline_Distribution.c4d
  4. Titans are NOT worth it. They are basically the ultra uber highend versions of the respective generation. The added speed does not warrant their excessive prices, at all. According to UserBenchmark they are a measly 5% faster while being twice as expensive. Unless you REALLY need the VRAM (most scenes don't) I would not bother with the Titan Cards, especially since we have OOC-Memory in Octane and Redshift this point. Getting two GPUs yields the additional advantage of using one in full speed for preview rendering and the other handling your OS and C4D while partially being used for rendering. I have a similiar setup in my Workstation and it's great.
  5. DasFrodo


    Well Octane is an unbiased pathtracer. They do naturally struggle with complex indoor scenes and such things. On the other hand you get a completely physically correct calculation, and that shows. 45min for one frame is not unheard of and certainly not with a two generations old GPU, even though it was powerful at the time. The 2080 Ti is twice as fast as the 980 Ti.
  6. DasFrodo


    No, I don't think so. There's something else really, really wrong because I've never seen Octane coming even close to as low as 0.1 Ms/sec. My hobbyist workstation at home has a GTX 1070 and I've never seen anything lower than around 6 Ms/sec and that scene was full of SSS an glass with dispersion. @Yarko Do you have the newest studio ready driver installed? Is your Octane Plug-In and Standalone up to date? EDIT: Just noticed that the VRAM isn't even fully utilized and Octane already uses out-of-core data, almost 1,5GB of it. VRAM is only utilized up to 1.7GB while still having almost a GB free. There is something seriously wrong with some part of the software here.
  7. Yes, they got swallowed by Adobe. They moment they announced that a couple of months ago the logo on their website went from Allegorithmic to Substance by Adobe
  8. That looks great! The only thing that bothers me is that the logos on the yellow material have no reflectivity / roughness difference and I think they would have that.
  9. Sketch Materials have a a filtering feature enabled when you first create them. If your lines are too close together or too short they might get filtered out by this. Try disabling that and see if you get your lines then.
  10. No, stuff like fingerprints go into the roughness of the reflectance. So do scratches but they might also be in the normalchannel, depending on how severe they are. I recommend reading up on PBR shading if you want to up your game when it comes to this. Here's a very, very good tutorials for this: https://academy.substance3d.com/courses/the-pbr-guide-part-1 For texturing nowadays I'd recommend the Substance Tools or 3DCoat.
  11. Yeah well I think everybody knew it was coming sooner than later but I honestly did not expect it in less than a year.
  12. To add to that, if you want to make it really photorealistic you will have to add a bump or normalmap with ever so tiny bumps / irregularities in the material and you'll also need some kind of roughness variaton. Fingerprints, slightly more worn look and maybe even chipped parts where the bare metal is visible. This all depends on the wear level of the material though but even if you do a shiny new product rendering I'd recommend getting some small amount of grunge into the material.
  13. Naw, they can't do that. Plenty of software and games got removed from Steam but once bought it will remain in your account, unless it's malware or something of course. The bigger problem is that you can't buy Maintenance for more than a year anymore so after that you're stuck with whatever version you have at that point and if you want something newer you need to subscribe. Oh and yeah, Alchemist is also not available on Steam so if you want that... tough luck.
  14. The wrap around the handlebar doesn't look right, other than that I really dig these renders!
  15. If you haven't heard about it, Adobe / Allegorithmic removed the ability to buy a perpetual license of the Substance softwares from their website. It is now subscription only. It didn't even take them a year to get rid of perpetual. So that's what they call "not for the foreseeable future". I'm not really surprised this happened, but I'm still disappointed. Perpetual is still available via Steam, but I highly doubt that this will stay up for long. As by their forum announcement here's a couple of details: Starting November 2019, Substance Alchemist will be officially launched at the end of its beta-phase, and automatically added to your Substance subscription at no additional cost. Furthermore, perpetual licenses will not be sold through our substance3D.com website anymore. However, you will be able to renew your maintenance until October 31, 2020. Pricing remains the same for the Substance Indie monthly subscription and Substance Pro subscription. Indie annual subscription price will decrease starting November 2019, from $239 to $219. Starting November 2019, perpetual licenses will not be sold through the substance3D.com website anymore. You can still purchase perpetual Indie licenses for Substance Painter and Substance Designer through Steam. Further details here.
  16. You could try the calculator that RebusFarm offers: LINK If they report the same results then well yes, the scene would be that expensive. Maybe you can further optimize it? The video you linked doesn't look like a frame should take a lot to render.
  17. I had this issue years ago. It was an incompatible driver. It was the newest at the time, but especially for Software like C4D newest doesn't mean best. If you don't have the newest try the newest, if it is the newest try an older one.
  18. That is some awesome stuff! Are you planning to do some tutorials on this, or at least provide the C4D files? I'd be really interested in how you achieved this stuff without any plugins.
  19. I've been playing around with the Field Forces and Volume Builders in the last couple of days and thought I'd make a tutorial out of it to get people started. I'm pretty sure I'm not the only one that struggled with this new feature at first, even if you have worked with particles before Please let me know what you think!
  20. Adaptive is a bit faster than progressive and you can get the exact quality you deem acceptable, so that's why everybody is using it for final renders. With progressive you can technically get a final quality as well just by limiting the rendertime but that could not be the same quality for a different scene because it would take longer to achieve the same quality level.
  21. I didn't mean to imply that MoGraph has anything to do with realistic rendering. All I meant was that scenes you typically do with MoGraph don't need insane amounts of material and texturework. Keyword here is usually.
  22. OSL is not necesarry because most if not close to all materials are achievable in all render engines. It's a nice extension if you are after some specific effect or something that isn't supported by the engine yet, but it's certainly not something an artists needs to know. The three cornerstones of realistic rendering are just three things: modeling, materials and lighting. If you mess up one of these three, your rendering will look bad. A little bit of bad modeling isn't as severe as a bad material or bad lighting though, in my experience. There's a certain margin of error for models but the eye instinctively picks up wrong materials, it's just something our brains are very, very good at. Substance is only really needed if you want to do more complex stuff. If you're into MoGraph or generally more abstract stuff I don't think it's needed for good looking renders. Also, Fresnel is out of question since every single material ever has fresnel so without fresnel there is no realistic shading. It's just one of those basic rules.
  23. Unless I have to do some advanced masking or other photo manipulation that is more suited to Photoshop I almost always use After Effects, even for stills. For basic camera imperfection effects and color grading After Effects is just more intuitive and better in my opinion. Photoshop also doesn't support all the effects and blendingmodes in 32bit which is huge in my opinion. After Effects doesn't have this restriction, so you can apply more effects and have more control over your final image in AE. Ultimately you'll have to find out for yourself though. Just try what you like more. For animation of course After Effects is king.
  24. Well, the question is, is Rebus ultimately costing you more money than the new PC? I mean yeah, you can use the PC lateron as well but do you need it?
  25. You could just rent hardware or send it to a renderfarm. There's renderfarms for Redshift I think, only Octane seems to have this thing where they only allow their own renderfarm because of some licensing stuff. No need to buy new hardware just for that. One service I have VERY good experience with is https://us.rebusfarm.net/en/lets-go/render-farm-specsRebusfarm. They have a dedicated Plug-In that is basically one click and you render your scene. They are also very affordable.

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