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Mash

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Everything posted by Mash

  1. Mash

    FBX vs OBJ

    .max for a modern 3ds max file. .3ds is ancient. Its limited to 16,000 polys per model, 8 character long file names etc
  2. Mash

    FBX vs OBJ

    obj is as old as the hills, its likely stored as completely uncompressed data, the plain old tiff of 3d formats if you like. fbx is a far newer format and is still developed I believe, so yes, it likely includes lossless copression. Speaking of formats. I had another company asking for us to deliver some files as 3ds files last month for them to use in some AR environment. Its so old, every object name gets truncated down to 8 characters. They were adamant that it had to be a .3ds file.
  3. I import cad data most days for my job, here's my 2 pence. Forget about materials. CAD software can assign a colour, maybe apply a basic 2D image, but it doesnt tend to go much beyond that. The materials youll get through into c4d are pretty much going to be a slab of colour; in short you're going to have to remake and apply materials no matter how well your cad data comes in. What you want from your client is either photos of the product and you do it by eye, a physical sample and you do it by eye, or some sort of CMF document, Colours, Materials, Finishes. It will list stuff like "Black PET plastic, MT10020 textured finish, semi gloss" for each and every part. You can then go through and apply materials as needed. This document will be what they send the factory so they know how to make the product. File formats, step is the best youll get. it bundles everything into one file and sometimes gives you base colours. It also means you can select the polygon count yourself. Explore the import settings!, dont just take the defaults and expect nirvana. You can import materials from cad materials, from cad groups, from cad layers, it depends how the cad guy made the project in the first place. You can also define polygon density; some advice there, set angle to somewhere between 30 and 5 degrees, then play with sag, this controls how polys are added across larger curved areas and not just the corners. 20 degrees angle with 0.02 sag can give a good high quality finish without going mad in rounded corners. Increase sag for few polys on large curves, 0.03, 0.04 etc Work cad cleanup into your time budget. For a hero product (keyboard, mouse, computer case) we will take a day to tidy the object list, get all the pivots and groups ready for animation and to texture the product.
  4. Which view are you looking through? ie you have 4 standard views, F1, F2, F3, F4 etc. These are usually perspective, top, side and front, but technically any of these windows can be any camera angle. Personally I set the third view to be a second perspective view so I have F1 as my real camera view which will render, then F3 so I can look around the scene without screwing up the render. The white box next to the camera name switches your render view to use the camera or not. The text menu switches the camera for your current view' which may or may not also be the render view. Press F5 to view all angles, youll probably find some other shot is switching every time you click the black/white box next to the camera object.
  5. The answer, as ever, is "it depends". Architects will export their work into the unreal engine because it means they can either produce animations where it only takew a few seconds per frame for a nice image, or so that clients can do realtime virtual walkthroughs of the properties with Vr headsets. Web people will texture and light their scenes then export them for realtime web viewing so you can look around a product on a website, or I believe in the case of Tesla, let the driver navigate around the car systems with a realtime 3D model. And yes, some people will be exporting them for games. OR go take a look at how they make some Mandalorian shots, the backgrounds are realtime game engine graphics Just keep in mind that there are limitations, not terrible ones, but some things which lose some realism. Here for example, skip to 1:32 and watch the edge of the grey chair. The realtime engine will struggle to work out how to handle strong DOF effects with strong silhouettes:
  6. +1 vote for ruffling dandruff out of his hair
  7. Keep in mind that most cinebench scores will be the old cpu render engine, so for 3d stuff lots of cpu cores arent so important anymore, its mostly about single threaded speed with enough cores to do whats needed.
  8. To be honest it isnt the polygon counts these days which make most of the render speed difference. The lighting and materials will account for far more render time. bounced light, dispersed reflections, DOF, motion blur, SSS and so on, these will all make a much bigger difference
  9. Click the country pulldown menu in the top right for the uk version. Still vs animation wont make a difference, an animation is just lots of stills, so theres no memory difference. Its nice to get as much video memory as possible. Keep in mind the OS will reserve a gig for itself to process the OS, then c4d will use a gig or 2 for handling the realtime 3d viewport. This means on a 12 gig card you might only have 8-9 left for 3d rendering, but the 16gb card will leave you with 12-13gb; ~50% more usable memory in real terms. Keep in mind the amd cpu I linked was £180 for 8 performance cores, this intel chip is £390 for 8 performance cores plus some low power efficiency cores. Effectively it will run like a 10 or 12 core chip, so there wont be much real world difference in it for the price. In fact for £350 you could get 16 full speeed cores with a 5950x cpu. But, I wouldnt bother, take the budget and move it into the gpu, the cpu is already doing everything it needs to.
  10. Another way of looking at it, is that the left column is the raw data which will affect your .c4d file size, and the right column is the temporary data which will affect the amount of RAM needed and render times. If I have a product which is a million polys and 9 more instances of it. Then my scene file might be 100mb and the left column will say 1 million, and the right column will say 10 million polys. Your cube project above contains no polygon data, all the polygons are procedural, temporary data which is generated on the fly. None of the polygons have data stored for their positions.
  11. https://pcpartpicker.com/list/rD6fGP $1600 Grab a keyboard mouse and monitor if you need, or keep your current ones possibly. grab a copy of windows 11 from one of the licence key sites for under $20, eg https://www.cjs-cdkeys.com
  12. just email maxon if youre missing the installers or serial numbers, they'll very likely send you a download link. As for getting a newer version, there will be thousands out there using subscriptions who technically still own a permanent licence. Just ask on the forum here if anyone has an old one laying around they want to make a bit of beer money from. I suspect someone would let you have it for a few bottles of wine as its otherwise just sitting there doing nothing. Just keep in mind last I checked maxon charge an admin fee for licence transfers.
  13. https://github.com/DunHouGo Grab the plugin downloader, then you should find there is a redshift and octane light manager you can install. havent checked it myself yet
  14. A 2015 laptop and a 2009 mac are so far beyond inadequate that it isnt even worth thinking about. If you had a high end computer with a top end geforce 980 card in 2015, a current top end model would be roughly 100x faster. Octane is amazing, but you simply must have a reasonably modern system for that to be of any real use. R18 is fine (though ask around, you can probably find a cheap copy of R26 with a permanent licence for very cheap). R18 doesnt need any registering or online activation, just enter the serial number and it will work. Only the subscription versions need online activation. If youre building a new system, and its primarily for octane, dump all of the budget into a decent spec gpu. eg an 8 core cpu is fine, 32 gigs is fine, pcie 3.0 ssds are fine, stock cpu coolers are fine, just throw it all at the gpu because thats what will matter. A geforce 3080 or 4070 would be a good pick for your budget, then build around that. Current versions of octane work all the way down to cinema 4d R15
  15. it will also help to choose a project scale that suits what youre creating. ie mm for most projects works well, cm for entire buildings, m for entire landscapes, km for space travel.
  16. It depends what you want to do with the object afterwards. If youre just texturing it up and rendering, and dont need to break it apart for animations or exploded shots, then go to the modification tab of the step importer and select "combine by color". This way all identical materials will be merged into a single object, so all your screws for example will become a single model instead of 100's and thousands. Or, if youve already imported everything, press shift + C on your keyboard and search for "combine". The combine Project tool lets you merge things down based on material or layers.
  17. A 4090 is literally double the speed of a 3090 so I wouldnt bother with dual 3090s. Even if youre keeping the existing one you have, after a single year of usage the dual 3090s will have used more in electricity and aircon costs than it would have cost to sell the 3090 and buy a 4090 instead. Personally if I were you I would keep the alienware system for another year or so and just upgrade the 3090 to a 4090. Use your budget to keep on top of gpu upgrades, selling the older cards to fund the new. When you say you want stability, in what regard? Is the entire system blue screening or is c4d just crashing during rendering? Octane is pretty famously unstable. Press undo, crash, delete unused materials with the texture manager visible, crash, enable denoising when rendering certain passes, crash.
  18. What can I say except, you're welcome.
  19. GLB doesnt support quads afaik. its designed for realtime game engine display, and thus tris are faster.
  20. My understanding is that fundamentally the new c4d core has been in c4d for about a decade now, however nothing particularly changed after it was added because of how it was done and the amount of time to truly convert everything over. When the new core was added, c4d was converted to run as a plugin for the new core, so the c4d you see is actually a subset of the new c4d app. As new features were created, they were made to run under the new core. So for example the material node system runs natively in the 'real' c4d whilst xpresso nodes are legacy and thus run in the plugin sandboxed c4d. Off the top of my head, physics, poly modelling, effectors, volumes, the viewport, timeline, mograph, rendering have all been moved over. With R2024 they sort of moved the main object handling system over which is why some stuff is many times faster. However, some parts are still legacy and hold stuff back. In particular sketch, hair, motion tracking, TP and a few other bits. As these legacy parts continue to be shed, more speedups are likely,
  21. Not sure if we're talking about c4d or lw at this point 😮
  22. Well I'll be damned, never knew that was a thing. Here's me extruding splines then booling them all these years.
  23. Just checking, but you do realise that the depth of those polys is 0.01 micron, right? ie its 0.000001cm thick. Thats a floating point rounding error on a cpu
  24. @3D-Pangel, youve made the same mistake I, and many others have made. The current maxon store website is poorly designed. The current 2024 version of c4d includes redshift cpu, it does not include redshift gpu. If you click the "c4d + redshift" button on the store page, youre then given 2 options, without gpu for one price and with gpu for a higher price. Regarding material conversion, octanes material conversion is about as useful as redshifts. You'll get basic colours and textures applied if you have simple materials, but the moment you talk about layers, shaders, sss or anything else then they fall apart rapidly. Ive not had a single material convert into any engine that didnt need to be replaced or updated. But at least you can tell what many materials were supposed to be.
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