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DasFrodo

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Posts posted by DasFrodo


  1. 3 hours ago, EAlexander said:

    Thanks - o big secrets over here.  I use corona (which is awesome) and has a very nice denoiser.  Most of these shots are rendered in about 6-7 minutes on a 10 core windows machine - so no magic there.  I use area lights for everything and try to use lights more then HDRI whenever possible.  Just gives me more control.  When I have a few moments I'll post a scene file you can dig around in (though you'll need Corona).  Thanks for looking and always happy to answer any questions.

     

    -evan

    That'd be super great! Lighting is the one thing I still struggle with a lot, granted I haven't invested too much time into actually perfecting it.

    Simple question, do you work on these renders afterwards in Photoshop or something similar? Or do you use the renders as they are?

     

    I feel like Corona NAILS those rough surfaces like no other engine, looks silky smooth.


  2. 5 minutes ago, bentraje said:

    Realfow is mainly for water simulations but can also do rigid/soft body simulation. At least for the main Realflow software. 
    The main flaw of XP's rigid body system is its particle based. It's ridiculously slow. Having a bullet system or any tried and proven system should be more viable. 

    Look at the forum. It's littered with questions with rigid body problems. It works with "non" conventional applications which is the forte of mograph but other than, its a pain. 

     

    To be perfectly honest, I didn't buy XP for the rigid body simulations. C4D already does that really well. I bought it for all the rest ("simple" particle simulations, smoke, fire, ...) which C4D can't do or is too hard to do as I despise TP.

    Maybe at some point I might face that problem if I want to mix all the stuff but as of right now it's fine for me. I can see it becoming a problem in a production environment thought.


  3. 1 hour ago, SKaiser said:

    Interesting to hear that it's not just me with these issues. I guess I'll have to ride the wave of the crashes. @DasFrodo while I was using Xparticles as a "hobbyist" (i.e. not working on any client projects) I had no issues with it. As soon as I was in a real word scenario, I quickly saw its flaws.

     

    I live in a C4D bubble so I don't really know... Is there a good replacement for it? I know there's pretty much nothing like it in C4D and I've seen Realflow for a couple of times. Afaik that's mainly for fluid simulations, right?


  4. I've been using XParticles for a while now, mind you, not in a production environment at all. I've been using it in my freetime to do some abstract artwork and get used to the plugin before I am willing to offer it as a skill to clients.

    I think it's a great Plugin, it hasn't crashed on me once and every single time something didn't work and I rebuilt it I noticed that I screwed up some setting. So no, I can't confirm that rebuilding stuff from scratch magically fixes some scenes, but I don't deny it either. I haven't used their tech support either, except once when I bought my license (used) and it didn't show up in my account. I got an answer in less than 4h every time. I think some of XParticles systems are very obscure and badly documented though especially since a lot of functions have been depracated and moved to other parts of the plugin. It's sometimes hard to get a clear answer to very simple questions. Their videotutorials are great though, learned a lot just by watching them.

    I haven't used the forum for the sole reason that it seems to be dead so I never bothered even registering so I can't comment on that.

     

    All in all though considering that's a plugin and not a dedicated software and the amount of features it delivers it's fine for me. As I said, I haven't really encountered any severe bugs or issues.


  5. 20 hours ago, Hrvoje said:

    Have you sent a crash report to MAXON? (ping me on pm with details if not)

     

    For second issue check your task manager if the C4D process is hanging. If so, kill the process and you will be able to start it again without logging out.

     

    I haven't contacted support yet, no. R20 is good enough for me right now so I don't worry too much about it, but it's on my to-do list.

     

    I know my way around PCs so of course, I did that. No process is running after it crashes, it's just gone completely and won't start again. The interesting thing is that the process actually starts up again, it's just stuck at something around 8% CPU and 250MB RAM usage.


  6. Let's hope this fixes my random crashing issues.

    The worst part about those isn't the crashes themselves but that I cannot start C4D again unless I sign off my windows user account and sign in again or do a complete reboot. I've switched back to R20 for this reason for the time being.

     

     


  7. That's sounds like something OS / Hardware related.

     

    Are all your Chipset Drivers, BIOS and other things up to date? Have you looked at CPU temperatures during rendering? Normally if something get's slower over time I'd say there's a temperature problem because the CPU throttles itself.


  8. 16 hours ago, Push said:

    I have found no noticeable input lag, and yes, I come from console land but I don't think frame-rates are ever as low as 30fps, are they?

     

    Consoles go 30FPS or below constantly. In fact, the NORM is 30FPS for console titles as soon as you have something that looks good or isn't an indie title. There is not many titles that target 60FPS and most of  these are racing titles. RDR 2 for example runs like c**p. The game constatly struggles to keep 30FPS and in big cities you're lucky if you reach 25. I consider this practically unplayable because not only is the framerate low, the input lag is also extremely high.

     

    Quote

    Nothing I own is physical, just about every film I "own" is either on Amazon or Google, and all my games are PS4 downloads. I play on my TV so don't really want to buy a gaming PC and Monitor, I already have a work PC and don't use that in my freetime.

     

    That's you though. I have no issue with Netflix and others because I'm not attached to any movies or shows, but if you buy stuff that is bound to a certain platform you always risk losing EVERYTHING if that platform goes down. Blu-Rays will always be playable. Physical game discs will always be playable (if the game isn't bound to some arbitary online service). Even if every last console of a certain generation is gone there's always going to be emulators. Game preservation is a huge thing and it's important to remember how easy just playing a MP4 file is and always will be, but how hard it is to replicate a certain hardware environment.

     

    Quote

    I can't see why you'd want game streaming to crash and burn, it just could be the future.

     

    If THAT is the future gaming is dead to me. I will not feed up with tons of input lag, no control over my system or my games, no moddability whatsoever, no tinkering with my own system, no preservation if I want to play a certain game ten years later and not to mention, ANOTHER subscription service that wants my money.

     

    The sheer fact that Stadia asks for full price for titles that are years old and then doesn't even run them at the promised 4k 60FPS let alone max graphics settings is a really, really bad joke in my opinion.

     

    That is why I hope it crashes and burns. It's bad for the consumer and perfect for the corporate machine.


  9. I'm not sure if there's a way to speak to single materials / objects even though they use the same  material instance, but I don't think so.

    If I am correct then yes, you need to create a material for each seperate object you want to animate the opacity / transparency of.

     

    The display tag is not really meant for what you're trying to achieve, it's rather something you can use to optimize your workflow. You CAN use it if you do hardware renders, but that is mostly only useful for preview purposes.


  10. Opacity isn't hard to handle, if you're talking about renderspeeds. Refraction increases rendertimes by a lot, not transparency.

     

    I don't think you can do this in post with compositing as it would make the entire object transparent and not "overlap" itself like in the video. I'm pretty sure they just made the material slightly transparent.


  11. 2 minutes ago, Push said:

    I've got roughly 65m broadband and the wifi router is in a different room, it works perfectly. I have read lots of negatives but it's early days and most are overblown in my opinion.

     

    I can just imagine paying a subscription to it and C4D instead of spending thousands on a decent PC with good graphics cards

     

    I can certainly see the appeal for software, but I'd rather not have that stuff tinkering with my games. The Foundry tried something like this, called "Athera". They're shutting it down now though as it doesn't some like anybody used it.

    As for Stadia: The inputlag is awful. I can't play with that at all. Doesn't matter what game. If you're used to consoles with sh*** 30fps then maybe, yeah. But once you've played on a G-Sync or Freesync Monitor with high framerates and refreshrates it's impossible to ignore how bad the inputlag is. Then there's the issue with not owning anything. I know we technically don't own any software anyways, we just buy the license to use it, but still. Imagine Google get's tons of good exclusives for their platform but decide to shut it down in 5 years because it's not profitable... bye bye to those games. You'll never ever see them again or be able to play them because nobody ever had them on their PCs. I hate this thought and I hope game streaming crashes and burns. As a complementary system to play on the go, sure, why not. But stuff like this always takes over when it's accepted as norm, just like microtransactions.


  12. 1 hour ago, Maarten Vis said:

    Thanks, I am doing that as we speak. It's actually faster than the QMC + IC option! But indeed still quite slow 🙂

    Now that we're on the subject, do you know any good recourses for learning about best practices for render speed? ( am completely self taught in C4d, so 'm probably  making tons of mistakes 🙂

    To be perfectly honest I'm completely self-taught as well. All I ever did was look at the C4D documentation (which tells you A LOT about renderspeed when it comes to GI at least) and tried stuff out. Surely there's tons of good tutorials out there, but I don't know which are. Maybe @Cerbera or @Igor ?


  13. 44 minutes ago, Maarten Vis said:

    You're absolutely right! When I switch to Irradiance cache for the second method the problem dissappears. Downside is that the rendering becomes extremely long. (14 hours and counting for a 800 x 530 image!) I'd love to know how to get those render times down!

     

    That's odd. Light leaks can happen with IC as secondary as well, as it's an interpolated technique as well. If you want to really have accurate lighting you need to go QMC + QMC or fix your walls, if you didn't do that already.


    QMC + QMC is very slow but by far the best result as it's completely per pixel and no interpolation whatsoever. You can even disable Ambient Occlusion with this as the detail in the shadows comes from the QMC itself 🙂

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