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Everything posted by StageFive

  1. So I've been learning X-Particles for a few months. Work Machine has the most up to date Mojave. Home machine has most up to date High Sierra with newest Nvidia drivers and CUDA drivers for that OS. If I throw too much at my 5k 27" 2015 iMac at work, the simulation grinds to a halt. Usually for several minutes. A basic simulation of Fluid FX Water Body from the Quick Tools and an xpTurbulence modifier strength pumped up to 15 can lock it up. So that makes it harder to adjust when it's constantly freezing. I also have a 2012 MacPro5,1 at home that I replaced with two 3.4 Ghz X5690 Xeon's (12-Core Total), GTX 1080 (8GB), 32Gb RAM, 1Tb SSD in a PCIe adapter from MacSales. It does simulations better than my work iMac, but still gets choked down. So I've been wondering what type of hardware are people using to get their sims to run more smoothly while building scenes? I know the simulation can be cached, but that doesn't help very much while testing and building. Eventually I will get a newer laptop, or custom build PC. So I'm just trying to figure out what hardware can handle these scenes better. Also are there any tips anyone can give about maybe lowering some settings while setting up a simulation that might help? Thanks!
  2. I’ve done the same thing Vizn, but I went into my preferences and duplicated one of the existing themes. That way I could screw it up without worrying about it and then just delete if I didn’t like it. One thing I like about Modo's interface customization is you can click on an element when you're in the editing palette and it will take you to where that part of the interface can be adjusted. There's also this free dark theme that is meant to try and match the UI in Adobe After Effects made by Eyedesyn. https://www.eyedesyn.com/product/after-effects-cc-2014-cinema-4d-dark-ui-scheme/ It may help you get started and of course can be modified further if you need.
  3. Hi James, I'm not sure about a Mannequin that has a wood texture UV map, but there is a basic one called "Figure" in the parametric object palette. Do you need it for something specific, or were you just curious what happened to it?
  4. Thanks 3dkobi, I'll give that a shot. You've both been really helpful.
  5. Thanks for responding! The bitmap is plugged into the Displacer Modifier, so it doesn't have the same options as a regular material. I actually don't need a visible material on this, just an object for the water to go around / up against. It will be alpha channeled out. I'm probably am not fully understanding exactly what you mean though. Basic files are attached if they help. Beach Displacer.c4d
  6. I have a bitmap height map created in TerraRay for a beach scene that's plugged into a Displacer. The problem is that the texture is rotated in the wrong direction and I can't figure out how to rotate it the proper way. Is there a way to rotate this texture? Thanks!
  7. There was suppose to be images attached to my post. So sorry about that! Glad you were able to sort it out and also the helpful info that southpaw posted too. I also went through all the video training they have posted, which is really useful for learning.
  8. I'm not sure if this is heading towards what you want? I'm sure there are some nodes or some other way to do this that might work better. I've just started learning Cycles4d a few weeks ago. Possibly someone else will come along with better advice. You may also try the translucent node.
  9. I bought in at the end of last year when they had a 30% off sale and then got some extra discounts from having Modo and Adobe apps. I can't remember the exact amount I saved but it was around $1000 I think. It's definitely expensive, but I couldn't handle Modo constantly crashing on me anymore. I also got the X-Particles and Cycles4d combo a few months ago when Insydium had a sale. I've rented a couple months of Octane for a job, but I'd like to eventually get a license for Redshift and Forester. But both of these are more in the "want to have" category rather than a "need to have".
  10. StageFive

    New Mac pro

    I agree with what everyone else here has said. I do wish they came out with a more mid-tier model. Maybe eventually they will release one that hits that typical $2k to $3k mark? Although they don't want to cannibalize the sales on their iMac and MBP models. So that may never happen. It would be nice to have all the extra slots and ports for future expansion, but it would be overkill for me in the near future. I used a one of those G4 blue and grey Power Mac towers for almost 15 years at my day job though. Mactracker labels the base price on that as $1600. So would have worked out to about $10 a month over it's life span. That was a damn good machine. Ran OS9 all the way through 10.5 I think. That is one good thing I'll say about most of the Apple towers is that they do typically have a long life span.
  11. Looks like the texture scale may be a bit too large too. I've had issues before with textures being out of real world scale with the object I've applied them to.
  12. StageFive

    New Mac pro

    Wow, I missed that part of the Keynote. Glad I saw you post it. I'm still running an upgraded 5,1. So something I'll keep an eye on.
  13. 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.
  14. 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/
  15. 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.
  16. 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.
  17. 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
  18. 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).
  19. 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.
  20. 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.
  21. 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.
  22. 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.
  23. 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?
  24. 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
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