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Bill Borez

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    R20.026 Studio
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    Visual Art. Music Production.
  1. Yeah. I hear that. I'm going to wait until I see how well redshift and octane perform under Metal to be honest, I have a MBP with a Vega 64 eGpu but I'm still thinking about switching to PC. No way I'm forking out for the new Mac pro, the prices are insane.
  2. Yeah, hear that completely. I reckon if the base is $6,000 in the US it'll pretty much be around £6K here too. We'll see though.
  3. $6000 for the base model. The base model has a 256GB SSD, 32GB ram and a Radeon Pro 580X. So you're easily talking double that for something worthy of running redshift or octane. The monitor stand is $999. I mean, good lord!
  4. With the release of the Mac Pro also comes an Octane and Redshift OSX Metal versions announcement: https://www.apple.com/newsroom/2019/06/pro-app-developers-react-to-the-new-mac-pro-and-pro-display-xdr/ I mean, the Mac Pro prices are insane, but at least OSX is somewhat back in the game.
  5. Both Redshift and OTOY Octane have announced Metal versions for OSX which kinda puts OSX back in the game again. https://www.apple.com/newsroom/2019/06/pro-app-developers-react-to-the-new-mac-pro-and-pro-display-xdr/ But damn, the price of that new Mac pro is utterly insane.
  6. Great info thanks, my build is spec'd for 2 graphics cards with a power supply and mother board to match. Would you suggest the 2070 over the 2080TI or did you mean the 2070 to run the monitor? I do actually have a Vega 64 in an eGPU for the Mac, is it possible to run this for the monitor ( obviously in the PC and not in the eGPU chassis ) and a Nvidia card for the heavy lifting or am I asking for trouble mixing the two? Also how do you run 2 graphics cards on these machines, I keep reading that SLI is not the way to do this? Sorry for the basic knowledge here., I've been on Apple machines for nearly 3 decades now.
  7. So I'm switching from Mac to PC ( given in on the Mac, I want to run Octane or Redshift ) and kinda getting my head around what I need to buy for the build, but when it comes to GPU's would it be better to buy one single RTX 2080 TI or two GTX 1080 TI cards for C4D? And if one RTX 2080 TI card would it be good to also get a second much cheaper GPU to run the monitor with and leave the heavy lifting to the 2080TI? Thanks in advance.
  8. Thanks mate, I managed to do it with a XpPPCollisions dynamic object in the end. Works perfectly ;)
  9. 4 separate emitters within a sphere ( kept within the sphere by collision detection ) firing particles at 4 separate frames. How do I make the particles ( spheres ) bounce off each other within the sphere?
  10. Let's have a look at the Mac facts here: 1. Pro res seems like an also-ran. At present. 2. Lack of Nvidia suport with no hope of it in the future. 3. Lack of AMD support for the industry standard GPU renderers 3. Apple dropping support for Open CL and GL 4. Integration just seems non existent with Apple's proprietary Metal, and where it does exist ( like in Premiere ) it seems to make the programs run slower. 5. Apples walled garden just seems to get higher and higher. 6. Where the hell is this Mac Pro Modular, they've been talking about it for years now? All of this and more just means we're at a point ( as OSX users ) where it won't matter if you spend £15K on a full spec bells and whistles OSX machine, it just won't run the renderers needed for C4D work. Apple Pro machines are no longer pro, they're just expensive toys. Enough already. And I say this as a nearly 3 decades Mac user sitting here with a 6 core I7 2018 MBP with a Razer Core X Vega 64 that is basically a dog when it comes to running C4D. It's time to switch to be honest. My next Mac will be a PC.
  11. Do the standard and physical renderers only work on the CPU, is there a way to get my eGPU involved - or is that just wishful thinking? Thanks in advance
  12. Ahh, of course, I wasn't even thinking of this. Obvious once it's pointed out. Here's a screenshot of the project, the trails should be following the surface but obviously the slow rotation of the sphere is throwing everything out and, as you say, the particles are just being traced from where they've been Maybe I need to find another way to do this.
  13. OK. I have a problem I can't work out. I have a sphere which I'm emitting X particles from and using an XPfollow surface and Xp trails so that particle lines flow around the surface of the sphere, all good, it works no problem. My problem comes from using a displacer on the sphere with a custom shader map ( made from a JsPlacement .png ) and then raising the height to get a futuristic looking sphere surface. My particles look like they're following the surface, but as soon as I rotate the sphere the particles stay on their original path so it looks to me like they're following the original sphere geometry and not the displaced surface geometry of the sphere. How then do I make the particles follow along the displaced surface and not the underlying sphere as it rotates? Thanks in advance.
  14. Seen this in so many visual works but can't find a tutorial anywhere, how do I get X particles to travel along and follow the edges of object.?



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