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StageFive

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StageFive last won the day on February 5

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  • First Name
    Simon
  • Last Name
    Strom
  • C4D Ver
    R20.026 Studio
  • Location
    Atlanta

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  1. Thanks again for the input. I'll keep that in mind in the future. I wasn't in direct contact with the person that created the files. I was hired to render these files by someone else at a production company. They did provided all the support files (images, alembic), but the paths to all of them were still registering the local hard drive path from file creators machine. I'll just have to pay closer attention these issues in the future and make sure no links are broken.
  2. Hi ivanpais, Sorry, I don't have anything like you're asking for. Have you tried marketplaces like CGTrader or TurboSquid? I've used a few interior scenes for renders, but I work in the signage industry. So I just needed some interior shots to show the signs mounted (wall mounts, ceiling mounts, projection / flag mounts). My main goal wasn't to show the interiors. There are some really good series of tutorial videos on interior render passes for archviz, but it's for Modo and not C4d. Some of the principals should translate somewhat across applications. https://community.foundry.com/playlist/1043/architectural-interior-lighting-tutorial-series https://www.3dartistonline.com/news/2017/08/modo-tutorial-interior-arch-vis/ Is the class a general class or is it specifically aimed at Cinema 4d? There's also Richard Yot's stuff, also aimed at Modo, but some of the techniques may transfer. https://richardyot.com/training Hopefully someone more dedicated to Archviz will come along and can help you better than I can. Good luck! Edit: Also if you haven't seen this website before, it has a lot of really good stuff on it. https://www.ronenbekerman.com/
  3. Render passes for post processing in a bitmap editor and using a LUT (Look Up Table) afterwords can help. There are plenty of tutorial videos for these on YouTube, Vimeo, etc. Something like this GSG tutorial may help you get started: https://greyscalegorilla.com/downloads/gorillla-grade-luts/ Edit: Also, some apps already install some LUT libraries and you can find others on the internet. They don't have to come from GSG, but those guys do have a lot of quality add-ons for C4d.
  4. Thanks for the feedback srek!, I'll have to check that setting, but I didn't change any of the defaults on my end. Would that sort of setting be saved in a file someone sends? The only way I could see that that would have been disabled is if the guy that set the file up did that and it came with the file. I did use the texture manager to fix the textures, but it's really odd to me that the only clue I have that the alembic files were missing is an extremely tiny red mark on the alembic icon in the object browser. Luckily for me there were only three, but what about when a file might have a lot of these broken file link paths? Especially if a bunch of them might be buried in closed groups. Again, I find it extremely odd there isn't a prompt for missing items like this. The first thing that happens in Adobe Illustrator when I open a file someone else made, is to warn me of missing fonts, missing eps links, missing linked images, etc.
  5. I'm new to C4d and I'm not getting any type of warning pop up when the path for textures and other linked files (alembic) are broken. I received several files to render, and all of the file paths were of course broken because the paths were pointing to a folder on the guy's machine that made these. That's understandable, but WHY didn't C4d tell me these files weren't loading? Is this standard operating function for C4d? Every other graphics / 3d app I've ever used has given me a warning when links are broken / missing. I shouldn't have to sift through the whole object browser tree to manually find any paths that are broken. The textures were easy enough to find and replace, but I still think there should be some type of warning prompt of what is missing in a file. I've now rendered a movie that took a day and half that didn't turn out correct. Thanks, Simon
  6. If you are on a Mac, you might have to download the CUDA installer. It doesn't come as part of the standard Nvidia driver. (This may also be true on Windows, but I don't remember if I had to install it separately or not).
  7. Understood about unbiased renders, thanks. Although I guess the trick is to find the sweet spot of samples, quality and time. Especially when rendering animations. Modo has a convergence bar for it's interactive render view, but that didn't always mean there weren't going to be fireflies when it reached convergence. I though most GPU rendering engines used CUDA, but I guess some parts of it still run with OpenCL. I can always use my MacPro for working and then send renders to a windows render node in the future. Which is the most likely scenario, but I'd still like to wait and see what Apple does first. Yeah, I don't see a bunch of effort being put into Metal right away. Especially because Apple has a habit of inventing software/hardware that they themselves drop support for 5 to 10 years later.
  8. Thanks Hrvoje! I found the comparison tool in the C4d render window. I knew that you could compare renders side to side using A vs B with a slider, but I didn't realize C4d had a built in tool for seeing the pixel difference. The Histogram tabbed helped some with that too. It worked for what I needed. I rendered the same scene frame with four different sample settings (250, 500, 750, 1000). There wasn't huge difference as far as resolution, but the fine details were definitely different. So I'm ending up rendering it with the full 1000 sample resolution that was in the original file I received. I will eventually get a machine with more GPU's. Right now I'm waiting a few months to see what Apple might have to offer with the planned new Mac Pro they said they were working on. If that doesn't seem like a good deal (or doesn't have Nvidia support), then I'll build a Windows box for rendering. Rumors are that they will make an announcement in June. Although it may not be true. I'm on the fence about a high end laptop instead. The laptops I have now are so old they don't even support the most recent versions of OpenGL. The biggest issue with a laptop to me is that it's not easy to upgrade or fix if something goes bad on it. Have a nice week-end.
  9. Hi Everyone, Is there a way to compare two different renders of the same scene that have different sample amounts? I know there is a side by side viewer, but is there a way to get a more technically accurate comparison about what differs between them? Maybe using the histogram? I do have Photoshop too, if that helps. I'm doing some 1920 x 1080 renders in Octane. The original samples were set at 1000. I'm doing some tests at 750, 500 and 250 to see if I can get the render speed down. The 1000 sample frames are taking roughly 5 or 6 minutes. The 250 sample one averages around 2 minutes. The people that are going to use these are projecting them on to really large screens on a stage. So any resolution difference may not matter as much when viewed from a distance. I am not near any of these large screens though, so there isn't a way for me to see what they look like when these animations are being displayed. This next animation has 450 frames total. So the quicker I can render each frame, the better.
  10. Thanks for the advice. I really do appreciate it. I'll do some searches to see if I can find some other optimizations tips. I think the sub has a limit of 2 GPU's, but it's not a problem for now, since I only have the one. If I could stick two GPU's in the older Mac Pro, I would. They just weren't built to handle more than one high end card. At least not without doing some power supply hacking. Within the next year or so I'm going to look in to a new system where I can start with two GPU's and add one or two more as time goes on. Most likely will move over to a full Windows machine unless Apple can impress me with whatever this new Mac Pro is suppose to be. I have Cycles4d, which has me decently covered as a CPU/GPU renderer. Although I've been playing with the Redshift demo and it looks really nice, plus has really good reviews. My main issue is that my work machine is a 2015 27" 5k iMac. So no CUDA for that one. Which makes it where I can only use Octane/Redshift on my home computer. Have a nice night.
  11. Thanks for the reply! I didn't set any of the Octane parameters, they all came pre-set like they are from the motion artist. I haven't had much experience with Octane to know the ins and outs yet. I didn't want to screw up something that was set on purpose. I'll have a look at the adaptive sampling. Is there a reason someone would leave that turned off? There are six different scenes (one of which is actually broken into two parts for some reason). Each one has different Octane settings on it, which I guess is to be expected in most cases. Cheers, Simon Edit: I also tried to post on the OTOY forum before posting the question here. It wouldn't let me create a new topic on there. I'm not sure if it's because I'm a new member there or if it's because I have a monthly subscription?
  12. So I know that depending on the scene being rendered and the hardware, this will vary. I'm rendering a scene set up by someone else and the one I'm currently doing is taking 8 minutes per frame. There are about 250 frames in this sequence, so it's going to take a few days to render at this rate. Latest r20 Studio Updated Windows 10 to most current (I'm using Windows because something is wrong with CUDA on the Mac side) All CUDA and Nvidia drivers are the most current Octane 4 (Latest) MacPro5,1 GTX 1080 Founders Edition 8Gb 1TB WD Caviar Black 7200 SATA III 32Gb RAM Upgraded to Xeon X5690 12-Core (Dual 6-Core) Scene file is 1920 x 1080. I'm just wondering if this sounds about right for a scene, or does this sound like it's taking longer to render than it typically would? I'm new to GPU rendering. Thanks! Simon
  13. Hi Everyone, Sorry if this is the wrong section for this question. I received some files to render that were set up by someone else. They used the Forester plugin in one scene. I let them know that I didn't have that plugin . They are going to bake the tree that was used into an object and then send it to me. How would I go about replacing the plugin tree with the baked one? Thanks!, Simon Edit: He just sent the whole updated file with the trees made editable.
  14. The images were definitely broken in one of the files. C4d never asked for them and didn't tell me the links were broken. When I opened the texture viewer, it showed that it was still trying to look in the path for the person that originally set up the file. Very odd that it didn't warn me the links were broken. Thanks again for the tip though as it saved me a lot of time trying to figure out how to see which ones were missing.
  15. Thanks Hrvoje! I will check for that tag in the files when I get home from work. You've been a great help.

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