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    van Dijken
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    19.053 Studio
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    The Hague
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    VFX • Motion Graphics • Audio Video Integration

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  1. @jwiede Didn't try that yet, I will thanks! And it's then probably a problem that not everyone has, cause i've searched allover the web and there's plenty of people with all types of rig setups, gtx 1080, gtx1080ti, gtx 1070, gtx1070ti etc. it appears only a handfull of people are facing this issue.
  2. Hi @Alez Unfortunately the same problem is still occuring when using TFD always, i'm upgrading my rig with a few extra GPU's wonder if the problem would still persist, if so it's a software or hardware or idk issue, if not it was my 4K monitor apparently taking that much vram for tfd to not be able to simulate on gpu anymore
  3. Sorry i switched them you're right, Progressive is the one where it keeps adding quality to the render until you stop it. Adaptive + Automatic sums up all of the settings in 1 parameter going from 0% to 100%
  4. Hi Fellow Cafe Members, Yesterday i was working on a project of which i had a sim run overnight, everything was going smoothly until this morning. I started making some adjustments on keyframes timing and tried redoing some animation. But as of this morning keyframes started reacting very weird, they don't animate. For instance: When i get a new cube and i animate it from frame 0 to 25 to move 10 cm in Z axis for instance, it doesn't animate that both of the keyframes will hold the value of whatever i clicked keyframe last, so the keyframe stays static at frame 25 to be 10 cm in Z, when i go back to frame 0 to tell that keyframe it should be on 0 cm on Z axis so it should go from 0 cm to 10 cm in z axis over 25 frames, it doesn't work a gain then the other frame changes aswell. they act as if i have all frames selected when im trying to add keyframes so all of em change at once aswell, but i don't want that. In addition when you set a keyframe with the circle/dot next to a parameter it becomes red, then when you move to another frame where no keyframe is set only the edge becomes red, and when you're on a frame of which there's a keyframe but you changed the paremeter to be different than the keyframe already there the circle/dot will turn yellow. now when i put down a keyframe it will turn red, which is good. then if i put down the next keyframe it also turns red (tho by doing this the first keyframe will have changed to the value of the last one i added) so then if i check on the first keyframe the circle/dot becomes yellow for some reason. I've tried restarting c4d i've tried going to another scene file but it appears its only this scene, only im afraid of copying my whole scene to another file for its kind of an complicated scene and i'd rather not take that risk yet. If anyone know what this is please help me out, im pretty sure its something small and stupid im overseeing. Thank you in advance, Sammy
  5. Yeah you can go into your rendersettings > Physical and then when you choose your sampler type go for automatic (renders infinitely adding quality until you stop the render) or go for adaptive and then the dropdown below you choose automatic and then the overall image quality will be decicded by 1 setting which is the "Shading Error Threshold" which is a little more down below in the same window, but you'll notice straight away if your gonna play with some heavy fx like DOF or SSS you're gonna have to put in crazy numbers there which will increase rendertime.
  6. If that's the case, then my 4K screen is probably taking that Vram not allowing me to run the sim on GPU, but still it won't allow any type of simulation to run on GPU not even a simulation which barely takes any calculation it just switches to CPU in every type of sim i tried
  7. Thanx for the reply guys, unfortunately though I have considered these options. Switching before the sim also doesn't work. Tested it out on different simulation types some custom made heavier complicated ones aswell as your basic temperature and density channel emission from a sphere. Tried running the simulation cached aswell as interactive Tried increasing voxel size aswell as decreasing it. I've been hearing some stuff about Vram (Video-Ram) of my GPU. I can't imagine a GPU of this caliber wouldn't be able to handle either of the simulations, GTX1080 is an above average GPU it shouldn't have issues with a simulation of this level. I just really can't put a finger on it and apparently i'm the only one experiencing this issue, or atleast nowone knows how to fix it or seems to be troubled by it. Thanx for the suggestions tho guys
  8. Hello, I've been wondering why Turbulence won't run any simulations i calculate on my GPU. When i run simulations it calculates via my CPU, it offers the option to use my GPU but the second i switch to my GPU during a sim it switches back to my CPU automaticly immedately. I have no idea how this is possible, hope someone could help me out on this one. Thank you in advance. 27" 4K LG Monitor 32GB RAM GTX 1080 Intel i7
  9. I was afraid you'd say its in in alpha, well when i find out about some interesting stuff i won't hesitate to share it with you guys. for now i've got some figuring out of my own to do though hehe :p
  10. Hello, I've recently been trying the Corona for C4D Plugin, i've been liking the results, only i've been working with physical/standard render for so long now that a plugin like this that is supposed to simplify everything just makes it quiet more complicated even though i have quicker results. and i can barely find any good tutorials on corona for C4D, there's a few on youtube, but after seeing those i'm still left with alot of questions as for what the Portal Material and Ray Switcher Material do. and how i can get a volumetric lighting vibe going on like in the Standard/Physical Render. If anyone can help me out with a good source for tutorials or anything i'd be very gratefull!! Thanks in advance!
  11. Yeah that's the thing i use it for all my work too, but it's just too slow to go crazy with effects. i really gotta take it easy on my DOF, even then i'm gonna have to face the face that my final render will have noise because i can't outsample the quality DOF needs sometimes, you'll end up putting down numbers like "0,001% in shading error threshold to get your DOF tight.
  12. Ahh cool, thanx guys i was not aware of these facts yet. apparently this is something to be used for very specific scenes if you don't want to waste it's use. I also forgot to add that physical render allows a variety of settings to a camera's physical tab like: lens distortions, vignette and chromatic abberation.
  13. Hello, I've been using both physical render and standard render for a while now, my only purpose for physical render is actually only for DOF (and motion blur but rarely use that cause of extreme rendertimes) And i know you can do DOF in standard render only the logic on how that works escapes me everytime, it's not physically accurate and compared to physicals DOF it's just sh** quality, the only reason it really is still worth using is cause it gives a doable DOF with (compared to physical) a very short rendertime. also i'ts been said physical can render faster with renderheavy aspects in your scene i.e. blurry refl. area shadows, caustics, SSS. So everything i "do" know aside, what i'm really wondering is what the difference in pure quality is between these 2 render engines so i'm talking: DOF turned off, Motion Blur turned off, and not focusing on the renderspeed. quality wise.. what is the actual difference that is left between Physical and Standard? cause as far as i know physical only serves for the, motion blur, DOF and potentially faster render times (depending on the scene content) It might be a little narrow minded, but that's just what i know and i would like to know if we're not beating around the bush and coming down to the facts, does it serve for anything else? i've heard physical also better physically accurate render results... only that sounds to vague for me to add a couple hours of rendertime. and yes, i have seen the tutorial about the guy explaining physical several times, for it seems to be the only tutorial about physical explaining alot. So if the physically accurate thing is true, i'm very curious about what it improves in quality, or maybe something else i don't know. The only thing I'm noticing here is that the physical render increased shadow quality, also looks like the rotten banana's specular height/intensity/strenght has decreased slightly. Standard Render GI + AO Physical Render GI + AO Thank you in advance! <3

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