Jump to content
Rendercore Lab

ninjad

Regular Member
  • Content count

    99
  • Joined

  • Last visited

Community Reputation

10 Poor

About ninjad

  • Rank
    Insufficient profile info - first and last name.

Profile Information

  • First Name
    Ninja
  • Last Name
    D.
  • C4D Ver
    17 Studio
  1. I have a GTX 570, running R19 in Windows 10. My graphics drivers are up to date and everything else runs smoothly, but can't get ProRender to use my GPU. I checked the OpenGL settings in the preferences and enabled hardware OpenGL, and C4D uses the GPU in the viewport and when I select hardware OpenGL in the render settings. I checked to make sure "Use CPU for Offline" and "Use CPU for Preview" are disabled in both the render settings and the preferences, but still it's not using my GPU. Is there some kind of compatibility list with ProRender and graphics cards? I think I read somewhere ProRender requires OpenCL v1.2 (not OpenGL) compatibility or higher, my graphics card is OpenCL compatible, though not sure what version.
  2. Yea, I know it's not the quickest, but it is still just clicking 1 button, just throwing it out there. I have worked with Sketchup models exported to FBX a lot, wish I had some good advice there, but normally I just end up going into the FBX, fixing and reorganize all the geometry which is why I imagine a lot of people don't like to touch them if they're doing heavy work.
  3. Are you using bpuvedit mode at all? I don't have R19, but usually I will go into bpuvedit mode. In the uv mapping tab > projection > frontal, and it will set the UV to match the active viewport. If you select one of the parallel projection viewports before clicking frontal, you'll get a clean front/side/top UV projection, otherwise you can orbit around with your default camera. You can also set the default camera to parallel projection if you want to control the distortion. If you want more control, you can select specific faces and set frontal projections for just the selected faces and then move them around, relax them, etc. I don't know if that helps at all, but that's what I do to edit quick UV's.
  4. I recently did a survey of render farms and wanted to share the info I collected. All costs and times were estimates offered on their websites except for Pixel Plow which I ran a full job. My computer stats: i7-3770 3.4 GHz 4 core 8 threads 635 cb (Cinebench R15) 4.75 min/frame 791 frames 62h 37m (estimated render time on my computer) renderrocket.com $130.52 (Economy Mode) 1h 30m foxrenderfarm.com $42.48 (Ordinary - 100 nodes) 15m turborender.com $39.87 (300 nodes) 6m rebusfarm.net $36.92 (200 nodes) 48m ranchcomputing.com $32.25 (Emerald) 8m dropandrender.com $31.73 45m garagefarm.net $16.00 (Low Priority - 10 nodes) 3hr 35m rendercore.com $14.00 (Lowest) 15m pixelplow.net $7.23 ($8 target) 6h 22m I plugged in the same values for all the estimates, the render times are probably the least accurate because there were many options for price tiers that I assume give you faster render times for higher cost, but the prices listed here are all the lowest prices offered. Pixel Plow by far gave the lowest cost, so if there is no deadline it would make the most sense. RenderRocket I actually ran a free test render, they rendered 5 frames and they gave me a really high estimate, I don't know if it was a glitch or if they really are that expensive. I know this is far from comprehensive and probably not totally accurate to real world use, but I found actual comparative information sorely lacking online other than people just offering the names of websites they use, so I figured this might help someone who is looking for a quick comparison.
  5. I'm new to GPU rendering and researching graphics cards for a new build. I understand you can stack cards, but have read that renderers do not combine vram from multiple cards. Is this true across the board for all GPU renderers? Also, if you have a card that has 8 GB of memory, and add a card that has 12 GB, how much memory will be available to the renderer?
  6. rendering a product

    No worries, you're kind of packing a lot of issues into one topic. A lot of the individual issues you are having are very basic parts of the application so you might want to spend more time getting to know the software before putting yourself in a deadline situation. That said, getting to pick apart a beginner project can be a bit of a guilty pleasure :) Don't take it personal, I just assume you're looking for honest feedback. Good luck with your project! PS - One last bit about the glass material, you actually don't need a reflection channel if your transparency brightness is at 100%. The only time you would want to use reflection with transparency is if you want to control the reflection brightness separate from the transparency brightness or do something funky like use a different fresnel value.
  7. rendering a product

    Oof, hate to bust your chops, but if you're going to ask folks to look at your file you should at least take the time to label and organize things. When you go to the doctor wear clean underware, and when you send people files label and organize! When saving out a project go to File>Save Project with Assets... and it will save everything including textures to a folder that you can zip up and send. The main reason rendering is slow is because the settings are out of whack. When using GI switch to Physical. Then in the Physical settings choose Sampler:Adaptive and Sampling Quality:Low In Global Illumination keep Irradiance Cache for Primary Method Select Samples:Custom Sample Count Twirl down the Samples settings (little black arrow) and set Sample Count: 10 I would disable Discrete Sky Sampling And in the Irradiance Cache tab I would try out Record Density Low or Preview to start out, and you should see you render times go down a lot. Also your glass material is a real mess. Remove the Color & Bump Channels. In the Reflection Channel, delete the Default Specular, and add a Beckman shader. Scroll down to Layer Fresnel, select Layer:Dialectic, Preset:Glass In the Transparency Channel select Refraction Preset:Glass One last thing, you should do some searches for "lighting glass product shots" product photography has been around since dirt and learning how things are done in the real world can really help setup your scenes. Your Welcome! :)
  8. Poster for Short Film

    I agree with putting the title at the top of the poster, it gets kind of busy with the credits at the bottom. I would also light his face a little brighter to make it more even with the hand. It doesn't have to be physically accurate and his face is important so should grab your attention more. Right now it's like his hand is the main focus and his face is a background element. Also a rim light on the top of his head to outline it from the background, though if you move the text it might be a different situation. Good luck with it!
  9. Render queue questions

    Yea, just render out the file sequence. If the computer crashes just check you render folder to see what rendered, open the project file again, change the render settings to include only the frames that didn't render, save and re-add to the queue. Nothing to get worked up about. Also the render queue is saved between open and closing the application. If you setup a long queue and are worried about it getting lost on a crash, just close C4D and reopen it before starting the queue and at least you know it will be saved at that point.
  10. Gave it one last shot, tried moving everything to another folder and running it, same deal. No worries, I'll be good for now. Appreciate the help!
  11. I've actually done extensive tests with the Physical Renderer using Global Illumination and Ambient Occlusion specifically for animation. Really the main reason to use physical is the render times if you want to use GI, AO, and area shadows. My personal reasons for sticking with physical over trying a 3rd party renderer are first, time & money, and second you can achieve reasonable results for reasonable render times with a modest rig. I've found sampling & shadow subdivision values (in the physical settings) to be the biggest factor for render times and quality. I personally have settled on a grainier look which I actually like because it has more of a film quality and makes render speeds bearable. You just have to know what's important to your look and what you're willing to compromise in the name of time and resources. Attached are 1920 x 1080 stills with medium quality GI+AO settings of a scene containing 3 lights with area shadows, rendered on a 635 cb rig. The only setting I changed between the 2 are the standard and physical settings. I know it's kind of a goofy scene, but it shows some of the differences. Standard (8m 10s): Physical (5m 58s): The overall tone of the physical example is brighter, and you should be able to notice the quality of the shadows is slightly smoother with subtler shading. Another thing to note is the detail in the headlights, the standard example seems to really pixelate the reflective details. The main thing to note is the render times. So basically if you want GI+AO+area shadows, physical is the way to go, otherwise if these factors are not important, then standard should be fine. Oh also not shown with this example, but I'm pretty sure SSS and caustics are also reasons to use physical.
  12. Oh right sorry, here are the logs from the Client Console for the Server Machine and Remote Machine: Server Machine C4D Team Render Client Console: Client Machine C4D Team Render Client Console: This is with the cache files only on the Server Machine and the results for frames done on the Server Machine render turbulence ok, but on the Remote Machine turbulence is missing. I doubled checked that the folder address is correct, so I'm assuming the Remote Machine is looking for the files locally. All your bullet points checkout for me, unless there's just a bug with my version I might have to try an update. When I run basic projects the server has no problem distributing texture assets to client machines, do you have some insight into connection settings I might not be aware of? When I place the cache files locally on the Remote Machine with the same folder structure, everything renders fine. On another note I ran some render time tests and these were my results trying various methods of Team Render with 2 machines, same exact specs with a cinebench score of 626 cb. This was a simple project file with 1 default TFD container, rendered with physical, low GI settings, 60 frames of animation @ 480p: Render to Picture Viewer: 33.5 minutes Team Render to Picture Viewer: 14.5 minutes Render Queue with Team Render enabled: 8 minutes Team Render Server & Client: 4.5 minutes Pretty amazing difference, good to know TR Server & Client is definitely the way to go!
  13. Got it, I checked the turbulence log file (Users/Administrator/AppData/Roaming/jawset) It had a bunch of lines that read "Invalid cache directory C:/... " I didn't realize I had to have the cache files mirrored in the same exact folder location on the client machine. I was thinking the client would download the cache files as they were needed per frame. Kind of a pain because the cache files for this project total over 6 GB and I'm trying to run up to 8 machines. It'll take a while just to distribute all the files. Upon further consideration, it might be more time efficient to manually batch the frames rather than distributing all the files to all the clients.
  14. Has anybody had any luck? I've tried everything, but can't get client machines to use the cached simulation files. Does anybody have experience with this?
  15. I was actually just imagining random eye blinks would be a really funny effect, but yea for realism not so much :)

×