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hvanderwegen

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Everything posted by hvanderwegen

  1. I would agree with @Icecaveman: try a different CPU cooling solution. The BW008 pure loop 360 may be the culprit. After doing a spot of research it seems that cooling solution was never designed to be used with the newer 12th generation i9 Intel - Be quiet provided a new mounting kit September last year, but I am unsure if I'd pick that cooling solution for your i9. I don't see that cooling solution mentioned on the web in combination with the 12900. And those temps are out of this world - something must be wrong beyond the case.
  2. It did end the nagging adverts, though? Or do you still have to endure them even though you paid for WinZip?
  3. I automatically block out any adverts on web pages 😉 If you would ask me right now, the only one I recall on Core4D is the red tinted advert with the cars and traffic. But I wouldn't have the faintest what it is called, though 🙂
  4. Never heard of U-Render before. This looks the same as Eevee? Same kind of GPU renderer, correct?
  5. I can only echo @imashination's words: I have a Lian case myself, and my case temps under no/regular load are 36-45 degrees, and under full load with the 3080ti blasting away 65-70 degrees depending on the ambient temperature. (3900X | 3080ti) Air cooled, with main airflow going bottom->top. Three fans bottom sucking air in, three fans top sucking air out. One fan in the back which only kicks in when rendering or playing games. The case is also a bit of a behemoth and ultra-heavy but beautiful to look at. Very restrained rather than that awful vacuum cleaner look.
  6. Both are developed by the same person. Q seems to do a better job with poles, I've read. *Edit* see his FAQ: https://exoside.com/quadremesher/quadremesher-and-cinema4d/ So Zremesher in C4d is actually QuadRemesher.
  7. @Derrek Hennessy If you are running S26 without Maxon One or a Redshift license, only CPU is supported. Btw, you seem to be a new user on this forum? Please indicate in your profile which version you are running. Easier to help you out that way.
  8. Not sure - it should, IF you have a Maxon One sub or a separate Redshift sub. Check in your Preferences:
  9. My first question would be: are you using the GPU to render or CPU? It makes a massive difference (10 to 1). And what resolution are you rendering at? GI will slow down calculations - if you do not need it, turn it off. Also turn off caustics. I replicated a similar looking scene with a range of NEF photos at high resolution, and it renders in 20 seconds per 1920x1080 frame on my 3080ti in production mode with Optix denoising and the standard 1024 samples (which is quite high for this simple scene). RT mode set to a low progressive passes setting ought to suffice for this scene - at ~150 passes it takes a few seconds to finish and looks okay. If you only have access to CPU rendering in C4d 26 and Redshift, I'd probably just switch to something else to render this simple scene - it is not worth the wait or patience in my opinion. Standard will render this quite quickly. (note: for comparison, a scene like this renders at 0.41 seconds (less than a second) in Eevee in Blender)
  10. Without a doubt 7-zip. Extensive right-mouse click functionality and great password/encryption support.
  11. I always thought it a great idea to share these intro screen scenes with the users. Allow users to investigate the techniques.
  12. Don't know if this helps, but when I open the object in Blender, and run "Normals-->Recalculate Outside" (Shift-N) all normals point outside. When I try the steps as outlined by @Cerbera it will not work. There are however a number of faces that point outward to the sides - bad topology - which may cause the issues for C4d:
  13. Thanks @Cerbera Works now. 🙂 It has been on my bucket list to introduce myself to Redshift. First impressions are ambiguous so far. On the one hand it is great to see a proper GPU renderer in C4d, but on the other hand Redshift's integration still is a work in progress. For example, my attempt to create an inset face and extrude the result in IPR mode resulted in flickering overlays all over the place. It also doesn't seem to be possible to display the wireframe while editing an object in IPR mode. It's all feels unfinished and flaky. Even the transform widget flickers at times. I happily model away in Cycles preview mode, but I can't see myself doing the same thing in C4d. Redshift still feels too much like an external add-on render engine at this point in time. Also some really odd default settings: initially I was VERY impressed by the speed of Redshift's IPR viewport in RT mode (not so much in production mode however), but then I noticed how soft the image looked. Turned out the "scale" (or rendered pixel resolution in IPR mode) is set to a default 50(%), which looks as if I the entire image is blurred somewhat. Which makes sense for 4K retina screens, but not for my non-retina 2560x1440 screens. 😉 After switching this to 100(%) the viewport refresh rate no longer was that impressive. Even less impressive are the glaring anti-aliasing issues in RT mode. Retunring the rendering engine to Production mode works better in terms of quality. It's pretty slow to update though, even on my 3080ti. Much much slower to work with compared to CyclesX in Blender 3.1. And the viewport that I use in B is actually larger than the one in C4d (which means more pixels to calculate)... The full quality GI viewport in B actually responds better than RT mode in Redshift's IPR viewport. That is a tad surprising to me, to say the least. Which leads me to think I still need to tinker with settings. OptiX also seems to be implemented in a smarter way: in C4d's IPR Redshift denoises the result at the end (I think), while in CyclesX it denoises each update, which means the user isn't forced to wait for a reasonable visual preview without noise. I also noticed Cycles is more forgiving towards my GPU: in Redshift IPR the GPU keeps working hard for longer, while Cycles cuts out sooner, which means overall it seems to me that Cycles is less intensive and runs cooler in the same scenes. (And yes, I did adjust the samples.) Might just be that RS is taking longer to resolve previews, though. Of course, comparing apples with pears here and I haven't rendered actual serious scenes yet. But still a tad disappointed so far: I suppose I am spoiled by CyclesX and the responsiveness / integration in Blender. In short, Redshift in C4d still feels somewhat like a work in progress. But I am happy to finally see a good replacement for the aging Internal/Physical in C4d. Long, long overdue.
  14. Odd, though: I last updated my drivers a month ago, or so. Ah wait - I see: Nvidia released the 5xx drivers a few days after I installed the previous ones.
  15. Just installed S26, but to be greeted with this error: It's my first outing in Redshift. Optix denoising works just fine in Blender 3.1 Anyone aware of what the issue might be?
  16. @bezo That's a LOT of work for something that could be as simple as: Video.webm
  17. It may be a good idea to record a small video of what you are trying to achieve and share that with us.
  18. That's a shame. It would probably have been the solution for the OP's case. I find it a truly useful feature, and use it regularly for different tasks. for example in game asset generation or adjusting 2d billboards. And super useful for prepping 2d animated flat textured characters.
  19. Out of curiosity: in other DCCs it is possible to move and adjust the vertices (or edges/faces) independently even after the surface is UV mapped. This is highly convenient to conform the geometry to shapes in the texture after uv mapping it, such as in the OP's case with landscape textures, flat 2d billboards (of trees, etc), and so on. For example, in Blender "Correct Face Attributes" is a mode in which geometry attributes like UVs and Vertex Colors adjust while transforming geometry. The texture remains unaltered even when vertices are pulled to conform to shapes in the texture. That's what @Bovellum seems to be asking for. Is there a similar "mode" or function in C4d?
  20. I purchased K-Cycles a few months ago, but only now have I really used it in a project. The light linking works well, although it is a post effect that is only visible after the rendering is done (either in the viewport or the final render). Still very useful.
  21. Like this? I believe that isn't possible without converting the parametric object to an editable object. Weird though, because I seem to recall it was also possible in Cinema4D. Or is that with text possible?
  22. There have been improvements in performance due to the new core - mesh editing is faster, for example. And object handling is faster, I believe. But even with these improvements it is still not very fast. Or perhaps we should rather say that the previous versions of C4D were VERY slow to begin with, and with the core update things are now faster, but still somewhat behind other DCCs. Mesh editing and scenes with many objects (not linked or referenced - real objects) is faster in other DCCs such as Blender, Houdini and Maya. Max is WAAAY ahead in the raw mesh editing performance game, though. C4D still slows down with scenes that are comprised of thousands of objects. Much more so than Max and Blender. To be honest, as far as I can tell the core rewrite is finished, and while performance is overall better, I it seems that it is what it is: "Not Very Fast". Perhaps expectations were set too high by the C4D devs? The competition did not stand still either, of course. But I'd love to be proven wrong. I am very curious what performance improvements S26 will bring us, if any
  23. Many properties in Blender are adjustable for multiple selected objects by holding down the ALT modifier key. But not all. Options in menus such as Object--> Shade Smooth work on all selected objects without the need for the ALT modifier key. Applying sub-d to all selected objects works if the CTRL-[12345] key combo is used. But in other cases, like materials or modifier stacks, the data stack must be linked via the active object method. (CTRL-L) This is one of the last legacy design implementation limitations in how Blender deals with data internally. The developers are aware of this, and the ALT option is considered a work-around at best, or a patchy implementation at worst. But due to Blender's core workings, this seemingly simple thing is not that simple to implement elegantly - it would require at least part of a core rewrite. So, not ideal or elegant, but workable at the moment. The Link/Transfer data model (CTRL-L) does have its advantages as well, although in this particular case (changing properties for multiple selected objects) it's a bit... awkward here and there. That is simple to solve: hover over one of the gizmo tools in the left button toolbar, and either assign it to your quick favorites menu and/or add a shortcut to the tool in question. It is possible to replace the standard G, S, and R behaviour by assigning the G, S, and R keys to the respective three transformation tools. If you do, Blender will pretty much behave like other DCCs out there.
  24. DO NOT USE PHOTOSHOP'S 3D FEATURES! Those are deprecated, and no longer supported by Adobe. In an upcoming release they will be removed. Create a couple of perspective lines and convert a blank layer to a smart object. Then add content to that blank smart object and distort it in the main document to align to the correct perspective. Here's a quick demo. It needs vertical perspective lines as well, but you get the idea. [edit] @imashination brings up a good point - more precise to render out a grid in C4D itself and use that to align to the correct perspective. demo.psd
  25. Poor old Tim Sweeney - he looks so very uncomfortable. A presenter he is not. Nor is the rather stilted and overly scripted presentation format helpful. It is quite noticeable in most speakers on this digital stage, even the ones who do a reasonable job presenting. When they switch to the interviews it gets much better, though - far less scripted. The content is really interesting though. It is obvious tech like this is going to replace off-line render engines for much CG work (and already this is happening/has happened). I think I am going to install this version next week and play around. It's been a while since I checked out Unreal 2/3 😉
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