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imashination last won the day on December 12 2019

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About imashination

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    C4D Cafe Junior
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    London, UK
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    i7 5960x / GF 1080

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  1. Octane's viewport representation of materials is pretty bad, to the point where I've had viewport textures turned off since moving to octane. all I can suggest is either disable viewport textures, or sometimes if I need a quick opengl output I will save off another copy of my project, kill the materials then quickly throw on some basic c4d materials to get the opengl looking better. But that is only for a quick client animation preview.
  2. The nodes are a great system, but they won't get you any better output than the regular material system, unfortunately they still control the same render engine. They are geared up for more power in the future and are a much better framework to build upon, but if you are only going to be using standard render or physical render then there isn't much to be gained.
  3. This. If c4d crashes for whatever reason and appears to be gone, check the task manager anyway, you'll usually find it is still there running, just the UI has vanished. C4D won't run again until you fully kill it.
  4. Truth is, Octane's fog and volumes are pretty slow and will need many thousands of samples to clean up. If you have a scene we can take a look but the realistic answer is that it will simply take a while.
  5. Literally importing the material nodes, no, that generally won't work in any 3d app. C4D has material nodes and an uber material for controlling them though which would be structured 95% the same as in blender.
  6. Open the preferences and go to the memory section, there are various caches c4d needs to work.
  7. Basically, yes. The Neutron node system is the basis for all new features going forwards. In its current state though it isn't something most people will want to use directly; it is super powerful but like any node system, not the kind of interface everyone would enjoy using. The next step to be taken is to create a new object manager which acts as a much more friendly, day to day interface for the nodes which should look much more familiar. When everything is in place, you will be able to choose to continue your c4d life with a new object manager, benefiting from the huge speed increase and all the new user-created assets that will hopefully come from this. Or, as and when you desire, you will be able to open objects up and dive into the node system when you need more power. The speed increase will vary from scene to scene, but the biggest gains will be in projects with large numbers of things, ie. objects, tags, keyframes, clones etc. These projects have always been held back by c4d's object manager implementation. If a project is held back by physics sims, then don't expect any speed improvements at all, that would need a new physics engine to help there. However some test projects are showing 10x speed increases in viewport performance, others are showing 1000x improvements. In fact depending on viewport settings and how well the new viewport turns out, some projects are showing north of 10,000x speed bumps in terms of handling large numbers of objects. How well this all translates into real world performance will need to be seen, but what this all represents is the upcoming removal of c4d's biggest bottleneck. You'll be able to have a go yourself in the next release, but expect another release or two after that before it is well enough supported by render engines, plugins and internal c4d features before you'd want to start using it in live commercial jobs.
  8. I'll be interested to see what people make of the morning session
  9. Everyone seems to have missed the obvious question, whats in your background? eg. is there possibly a giant sphere wrapped around your project, blotting out the sky? If you upload the c4d project we can take a look
  10. multipass renders are always in linear colour space, this is why the images look washed out afterwards. In your post editing software you need to interpret the image as linear, by default most apps assume incoming files already have srgb colour spaces. For after effects, right click the footage, edit the interpret settings and under colour management, set it to on. For photoshop, run the edit>assign profile command
  11. With that system, stick with a cpu based render engine. Redshift and octane are gpu engines, your gpu simply isn't suitable for 3D rendering. As a beginner, stick with standard or physical render engine that are built in.
  12. Locked in a house with a ton of spare time? wow! Me too! Have a free introduction to Octane 2020 video: https://www.youtube.com/watch?v=O-Q56er2aQ8 If you want more there's 5.5 hours hours in total here https://www.3dfluff.com/video/octane2020/ Use the code "toiletroll" for 25% off this week.
  13. 750watts for those 2 gpus will likely work but is cutting it close. As already mentioned, bump another 100 watts to be on the safe side. On the gpu memory, keep in mind the memory wont stack in most cases. The 2070 supers have 8gb, that doesnt mean you get the capacity of 16gb though. The 2080ti however has 11gb of usable memory. the NV link is supposed to do this but it is another point of gpu instability. The 1080ti will also be very usable many years from now. The 2070 will become less worthwhile much quicker. For an idea of speed, 2x 2070super are around 30% faster than a single 2080ti. Personally, I would still be more tempted to pick the single faster card rather than watering the system down. This would leave capacity for adding another card in the future.
  14. That psu is more than enough. The cpu will top out at 200watts, as will the gpu. The power draw of harddrives, fans and ssds is negligible. At full tilt you would struggle to draw 500 watts, so 750 is ample. Theres no reason to pick a slow 2.5" SSD, choose a much faster M.2 nvme drive.
  15. If c4d is defaulting to your HDD, that sounds like the slow harddrive is your main system OS drive, you dont want this, the SSD should have the system on it.
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