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Everything posted by Fastbee

  1. I've made materials in Unreal and there are so many custom nodes and materials so it can look good in real time the materials have to be made from scratch to look right. If the defaults are used it's really generic and looks bad.
  2. I think all GPU render engines use CUDA, except for maybe Prorender. Some of the ones that use CUDA also are compatible with OpenCL and thus ATI cards. The latest hardware speedup in raytracing coming from the Nvidia RTX cards is CUDA only right now as ATI cards don't have that hardware built into them.
  3. With most modern render engines you render until it looks good enough. You could render forever with very little changing. In the unlikely event that Apple comes out with a beast of a computer for very cheap they will still have gotten rid of OpenCL. This means no GPU rendering on any major render engines for probably a very long time. I can't see the render engine creators spending a ton of time to get their GPU rendering working for Metal. Look at how long OpenCL adoption took and still many don't support OpenCL even.
  4. Octane and Redshift both have announced they will use the RTX cores in a future build. With Octane they say it gives a 2x speed increase over not using RTX cores. This combined with the card normally being 50% faster than the 1080 ti means you will run at 3x the speed of a single 1080 ti when rendering with Octane.
  5. Open the Help in C4D and search for "Shadow Catcher".
  6. Prorender is around 42x slower than Redshift.
  7. U-Render is nice. Eevee is nice if you are ok exporting everything to Blender.
  8. I was going to say if you put a background object on the scene with a white material in the luminance channel it has the bottom black until frame 15 when it flips and the bottom half becomes white and the upper part becomes black.
  9. Within the posemorph tag there is a option under Mixing > Points to set a "target" morph. If the target has the points of the model numbered exacty the same you can throw in the model there and it will morph to that shape. I'm not really getting what you are saying about the import, but if you can deform the model to the extreme value and export that with all 100 base correctives you could put all those geometries as different targets to get all the morphs available in Daz. As for speed I'd assume using a single posemorph to be the fastest and easiest. Set each target as a different post and you should be all set.
  10. You should select OpenCL, but I hear Mac got rid of support for that because money. Switch to PC if you want to render fast. With Final Cut going down hill there is no reason to be on mac anymore. The Open Shading Laguage is if you write a custom shader in C++ for Cycles. It's really high end. I've never used it because it's CPU only. Cycles is also working on getting RTX working with Cycles with could double or more the speed so if you have a little extra money after switch to PC I'd buy a Nvidia RTX 2080 ti.
  11. If you graphics card has fans that blow out the slot of the card you don't need fans at all. If your card blows into the case you need to have some fans on the case to make sure the heat goes out of the case.
  12. With no scene this is a complete guess, but it might have something to do with the physics setting found under the Attribues panel > Mode > Project > Dynamics > Expert. If you play with the settings there it may help. Upping the steps per frame in particular might do the trick.
  13. In R19 they mostly fixed things like this. There could be a work around, but the bad exporter will cause the head aches. I'd download Cactus Dan's now free tools and rerig the character if you want it to export to fbx perfectly. That is pretty much the main reason he made his tools.
  14. This would be great. Hope it happens and works well enough.
  15. Not sure about mac, but Windows 10 privacy is supposed to be pretty good.
  16. I'm not sure what you mean by this. Maybe show some pictures.
  17. @cendrick If you are using R20 you should update that in your profile. The big thing they advertised on Insydium was cactus dans tools working in R20 along with all plugins. Cactus Dan's tools also have a pretty good spline controller thing. https://youtu.be/iaTLCsomKsk
  18. Here is what I came up with. Everything is controled with the joint at the top since that is what you wanted. It's using joints with IK dynamics. There are spline dynamics between the joints which can be used to control the spline that can become the wire. To have the points of the spline constrained you do need some geometry so in the example I put two planes. Adjust the dynamics setting to get it to move exactly the way you like. Instead of joint ik you could also try spring constraint. Cactus dan's spring constraint is pretty great if you wanted to download his tools for free and use those instead. egg rig.zip
  19. You are probably using about 800 watts when the two cards are running full power. That is a lot of heating for a room. An electric heater I have is 1000 watts so your computer should put out almost as much heat as my electric heater.
  20. If you add a Vertex Color Tag you could use that with Vertex Map in the texture to set that texture in that part to be different in some way, like glowing or whatever. I think the vertex color tag can be animated over time. If you had R20 you could use fields to do something like in the following video. https://youtu.be/W51e6aT_SU8
  21. Cycles is very good and runs on CPU, Nvidia, and Radeon. You can use it with CPU and switch to using a GPU for faster rendering later when you get a faster system.
  22. You should start a new thread for this topic and post a scene. Send me a link to the thread so I don't miss it.
  23. They are nice at insydium, so chances are good. Cycles can give top quality renders. Cycles is way faster than Prorender. I'm not really sure what you mean by normal scene renders. You can make materials that are incredible in Cycles. Cycles nodal material system give a huge amount of freedom. You can even do dispersion through a prism, which I see they have a mat for now, realistic gold, and other metals. There is a ton of information online about things people do with the nodes in cycles and some of it is really crazy cool. Look up cool materials for Blender Cycles to find them. Recreate the nodes in Cycles 4D and it works perfect. For a super fast render that don't need the best quality turn down the depths and bounces calculated as well as setting the clamping to 10 or so and turning off caustics and reflection. I don't want to put a huge damper on the whole Redshift thing, but I read this recently in a tweet from Ton Roosendaal. " Optix is now compatible with GPL, a well integrated version for Cycles is being worked on. I wait for something to show, before announcing anything. Grant: contact me for more info? ton at blender org. " " Yes, and not only for RTX, also GTX. Optix raytracing is used by Octane and Redshift, it's why these are so much faster than Cycles on GPU. But not for long. " I feel like Redshift will still be faster than Cycles, but those tensor cores used right could potentially make Cycles faster than Redshift around the release of the RTX 2180 ti. I say this because Redshift uses tricks to get faster speed and Cycles uses more raytracing. The more the raytracing used the more the boost from the Tensor cores.
  24. You should look at X-Particles or Houdini. Insydium, the people that make X-Particles, has a half price sale right now. https://insydium.ltd/



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