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Voidium last won the day on May 30

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About Voidium

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    C4D Cafe Junior
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    R20 Studio

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    Dual Xeon E5620/Geforce 1050Ti

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  1. Redshift just like Octane does support multi-GPUs. - Benchmarks for Redshift going all the way to 8 Tesla V100 for now, Source: https://www.cgdirector.com/redshift-benchmark-results/ https://www.redshift3d.com/forums/viewthread/12843/ - Octane have more benchmark data with people going crazy with 16 Tesla V100 or Quadro 6000, Source: https://render.otoy.com/octanebench/results.php - Both Render engines do scale kind of similarly as you add more GPUs to the mix, source: https://www.pugetsystems.com/labs/articles/GeForce-RTX-2080-Multi-GPU-Scaling-in-OctaneRender-and-Redshift-1258/ - Here is a x16 GPUs rack system that might look like what you would end up with (or not). Voidium.
  2. I had an old PC that I used for quite some time, got a new one, and stored the old one for a few years, one day i decided to reboot it, after I pressed the power button, I saw a flash of light coming from behind the case and a "puk" sound...followed by a little bit of smoke...there goes the PSU...who knows what made home inside of it or maybe it was just dust.
  3. Usually "30 to 60 fps" in view-port real-time performance is considered "Good enough" anything higher then that is a plus (most animations around the net run between 24 - 60 FPS) As for referring to that value, I would say render preview (with low settings and desired target FPS) to get the "feel", because view-port FPS isn't fixed and can go up and down between frames, and can run slower then target FPS if heavy scene.
  4. that's your viewport "realtime" performance measured in FPS just like in games, you have it right now at 400-600, but if you get a heavy scene with lots of particles/deformers/generators/polygons/etc... you might see that FPS go down to single digits, it has nothing to do with your render settings FPS, which is defined by you and will be used once you hit "Render" regardless of what your viewport performance looked like.
  5. I might be saying total nonsense, but S22 added support for Metal on MacOS and idk about the situation of OpenGl on windows, and there might be a piece of stray code left somewhere, so i guess that might be an issue ? also AMD is known for having driver issues, idk if you tried an Nvidia GPU (if you have one).
  6. Always use the latest STUDIO drivers. Nvidia themselves are recommending it. Source: https://www.nvidia.com/en-us/geforce/news/cinema-4d-nvidia-studio-driver/
  7. Settings -> Update & Security -> Windows Security -> Virus & threat protection -> Manage settings -> Manage controlled folder access -> Allow and app through controlled folder access -> Add an allowed app -> Browse all apps -> locate your "CINEMA 4D.exe" usually (C:\Program Files\MAXON\Cinema 4D RXX\CINEMA 4D.exe) -> click the file and hit Open. Normally it should let you save after that.
  8. What's been said above, IPC (Instructions Per Cycle) and Ghz, you want the best of both worlds, until software developers move from single threading to Multi-Threading (alongside GPU acceleration), the 28 cores Xeon in there runs at a base clock of 2.5 Ghz and go up to 4.4 (on a single core) for a short period of time before going down and stabilizing on a much reasonable Ghz for longer periods. for a similar core count (24 and 32) from Threadripper 3960X and 3970X respectively they run at a base clock of 3.8 Ghz and 3.7 Ghz and can go up to 4.5 Ghz. I will put this here and see myself out.
  9. There are quite a LOT of these technical papers on "SIGGRAPH" and "SIGGRAPH Asia" from around 2008 to 2020 talking about all kind of techniques (some of them already got implemented). I only highlighted a few recent ones.
  10. I'm pretty sure the guys at MAXON already know about most of the technical papers presented at SIGGRAPH for the past decade and all the different techniques they could use to make a nice "multi-physics" solver for Cinema 4D. Lots of cool techniques (some geared toward more accurate/realistic behaviors where others are optimized for speed): - SPH (Smoothed-Particle Hydrodynamics) - (Houdini, Realflow, X-Particles) - FLIP (Fluid Implicit Particle) - (Houdini, Realflow, X-Particles, Mantaflow, Flip Fluids) - PBD (Position Based Dynamics) - (Realflow) - FEM (Finite Element Method) - (Houdini) - PIC (Particles In Cell) - MPM (Material Point Method) - (Maya "Bifröst") - CD-MPM ( Continunm Damage - Material Point Method) - (SIGGRAPH 2019) - ADMM-MPM (Alternating Direction Method of Multipliers - Material Point Method) - (SIGGRAPH 2019) - HOT-MPM (Hierarchical Optimization Time - Material Point Method) - (SIGGRAPH 2020) The list is too long to post here, so i will just put a few wild SIGGRAPH videos here ranging from (water/cloth interaction, water/hair interaction, cutting a piece of meat, baking some bread and cookies, shredding a piece of bread, lots of rubbery/elastic silliness and more...) There is so much new techniques and methods to have cool Simulation harnessing the power of Multi-threaded CPUs, Multi GPUs, AI, etc... just waiting for ppl to implement them
  11. Just throwing this here (Octane, Brigade, Physics, Bullet and/or PhysX) starting at 1:22:31
  12. NVLINK: Does work on: - All Quadro RTX cards - Titan RTX - RTX 2080Ti - RTX 2080 super - RTX 2080 - RTX 2070 super (not sure) Does NOT work on: - RTX 2070 - RTX 2060 super - RTX 2060 - GTX 10XX (needs confirmation) Source: https://hothardware.com/news/nvidia-geforce-rtx-2070-gpu-will-not-support-nvlink-sli-but-why (the 2070 super is based on the 2080 board, i guess that's why it is in the supported list)
  13. here is Redshift Dev trello Roadmap. https://trello.com/b/QASr74yB/redshift Check the 2 left most columns "Feature Targets" and "Active Development" sections, those are features that aren't "yet" available for Redshift and if i'm not mistaken a few of them already exist in most "mature" CPU render engines. - OSL Shaders. - Toon Shader. - Substance Integration. - Random walk SSS. - Improved energy conservation. - etc... Just picked Redshift as an example but it's the same case for most GPU render engines, add to that most plugins compatibility (particles/volume/etc...). Some GPU render engines don't have stuff like AOVs (or limited pool) Then you have the newly added Real time GPU render engines which are playing catch up to the GPU render engine which in return are playing catch up to CPU render engine... (they are still trying to figure out how to render reflection/refraction, transparency and stuff like that). Because CPU render engines were here for quite some time, they got enough time to iron out features and implement new ones at a much "relaxed" pace, while newly born GPU render engines are trying to get to the same lvl of feature set as fast as possible. Think of it like a seasoned pro artist vs a new guy who is still learning his way around (but will surely get to the same lvl if given enough time).
  14. Idk if you heard of "Magic Car" plugin from Nitro4d.com It's a free car rig, that can use keyboard to control the car, and can record the animation by using "space bar".
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