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GaryAbrehart last won the day on July 16 2018

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  1. OK I think that I have worked this out but I thought I might ask here in case I have got this all wrong. Using Advanced Renerer if I wanted to make a hole in something I would add a map to the alpha channel and it would make a hole in my geometry that the shader was applied to. Now when I convert such a material to a Redshift version in the material editor it adds a texture node to hold the alpha map which is connected to a colour splitter. However when I apply such a shader to my model it doesn't work. Now here's the bit that I am not sure about if I check 'Alpha Is Luminance' on the texture node it works. So in a nutshell is this the correct way to do this?
  2. @Everfresh Thanks for that info m8 much appreciated! That make the whole thing sound a bit more viable. I will take a look at PixelPlow, I have only ever used Rebus so it won't hurt to look else where and give them a try. Could say me time and money on the render front.
  3. Hi Cebera That's the conclusion that I am coming too! I am now going to start experimenting with Redshift to see if I can use that instead it might even speed up render times Sorry I cannot post an example due to NDA, would love to but I will get in trouble
  4. This is very annoying but I have been experienceing bubbling in my renders when using DOF with Advanced Renderer. I now always use grads for DOF which seems to get rid of the issue but it still seems to come back every now and then. It seems if a camera is moveing with a DOF target then in areas of high contrast noise certain parts of the image start to wobble/swell and contract. Is this due to the amount of DOF as a percentage or just one of those artifact things?
  5. @DasFrodo That's the million pound question And I would probably only use the machine for this particular project which comes up once a year. I calculated that if I was to use Rebus for the project it would cost me approx £500 in render fees each time so weigh that against a new computer at £2k and I would get my money back after four seasons... Seems like a no brainer from that ponit of view.
  6. @DasFrodo I have used Rebus in the past and they do a great service and support Redshift. The problem that I have though is I work on short animations usually between 10-30 secs. Now I normally render out a low res version send it to the client and whilst that is rendering on my second computer I get on with the next one and it works very nicely, although HD version take a lot longer. Usually there are 2-3 versions until the final version is signed off and ready for HD output so you can see I am rendering a lot for each animation. This can add up and eat into costs which means my returns are low. Not only that I use Xrefs on almost every animation and Rebus doesn't accept Xrefs so I would have to convert everything every time for render which can be time consuming. And I would be able to use the converted versions since the Xrefs might need changing. So it is a bit of a pain…
  7. Thanks for the replies peeps. Looks like I will have to switch to Redshift at some stage to fix this since I have a Redshift licence. Thing is I have one render heavy project a year and to complete it I need two machines so that would mean buying another computer with at least two GPUs in it to create the same workflow and that would mean at least a £2k expenditure (not including the extra licences) and I am not sure if the project will return since I do it every year. One other thing is AR doesn't seem to like alpha channels either and creates nasty looks when using DOF I imagine this is the same problem as hair so Redshift should fix this too?
  8. I have asked this before (I think) but my post has dissappeared (probably since this forum has been re-vamped). Anyway I have been working on a big project lately which required DOF. Now using AR as I do most of the time it works fine with most objects except hair... And alpha channels. If I render a hairy object with DOF the edges go blurred. Physical render works but is SO SLOW! I have tired to use Object Buffers but they don't work with hair either. I know that I can select the hair object and under the 'Generate Tab' and change the type from 'None' to 'Circle' but I was wondering if ther was another way to fix this or does R21 have a fix? I haven't tried R21 yet but I dare say that still hasn't fixed the problem. Same problem with using alpha channnels and DOF in AR, you get all sorts of artefacts where the transparenccy should be...
  9. I have just been doing my maths. I have R20 and was due to get a new MSA for £660 ( inc VAT) in August. If I don’t do this I can take out a subscription which will cost me £676 so roughly the same money. Now I also have a Redshift licence which will cost me £205 to upgrade. So if I take out the new MAXON subscription with the Redshift licence that will cost me £945 whereas the old method would be £865 so an extra £80... Mind you I don’t know if there is VAT on the Redshift licence of £205 which would make it £246 but still slightly cheaper,
  10. I think sadly Mac is a waste of time for 3D these days unless the threatened Mac Pro is any good - but I guess that will be expensive. Also I like you point Hrvoje about the cost of investing in a PC with adequate GPUs. If you think about it a couple of GeForce RTX 2080Ti GPUs will set you back the price of a good workstation so if you are planning on four of them it gets a bit expensive…
  11. Can someone explain the discount coupon for Redshift to me - is it only if you buy a new Redshift licence or does it apply to the annual maintenance fee?
  12. I have an X-Particles 3.5 license and they are doing an offer today for half price upgrade. But I was also looking at Houdini and that seems more powerful :-) So I am in a dither whether to upgrade my X-Particles or go down the Houdini route and have very little time to decide. So I thought I would ask here what seasoned users would go for?
  13. So what’s gonna happen to ProRender and will future versions of Redshift support AMD GPUs?
  14. Thanks chaps for the tips and it seems that Vertex Helix method has kinda done the trick, I get a lovely object buffer on the hair although the hair changes colour…
  15. Anyone know of a whay to create object buffers for hair? It seems when I apply them to the object with hair and render an object buffer I only get a buffer for the object the hair is attached to and not the hair strands...
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