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Mash

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Everything posted by Mash

  1. My main suspicion is that you launched your render with the "My Render Setting" render settings instead of the "FAST DENOISE_800" you have set up.
  2. A screenshot of your save and output tabs would help. Otherwise... Full HDD? HDD in sleep mode?, External HDD disconnected?
  3. FWIW, im using a zotac 3090 and its noisy as heck. It has a perfect airflow case but still ramps up the fans to annoying levels
  4. Of course. Browse youtube for my old videos and see if I can spot what I need in one of them. Im not even joking.
  5. My preferred method is "oh, I think I remember making that material 3 years ago, let me go check an old file and steal it from there"
  6. The take system is absolutely your best bet
  7. I have one. Drop me an email, mash@3dfluff.com
  8. They look the same. Plus this is a scene with no textures and no lighting, im not sure how you expect any brightness differences to be judged at this stage.
  9. Well you didn't provide any material textures so we can't tell you. But both wings have overlapping geometry you need to sort out. Also keep in mind, ambient occlusion may be ignoring the transparency of the model so it things there is a dark corner it should be applying shading to.
  10. You have committed one of the 7 deadly sins of 3D. Coplanar geometry. You have 2 perfectly flat models in exactly the same position. The render engine is struggling to decide which one it should render. Yes, one of them is set to be invisible with the display tag, but this doesn't turn it off, it just renders it like a 100% transparent piece of glass, the rays of light still have to be calculated passing through it. Only the red traffic light dots will full turn it off. Move these hidden wing elements very slightly backwards or forwards so they don't take up the same space. http://www.3dfluff.com/files/wingprob2.zip
  11. Sorry, Im not sure I can see where anyone suggested rendering at double the frame rate? Outside of the framerate mismatches, what you're trying to show on screen just fundamentally will not work on a low framerate project. You're moving a large, crisp, detailed object across the screen at too high of a speed. This means the model is jumping ~100 pixels per frame. This happens in 3d and real world camera footage, it isnt limited to 3d rendering. Ways to fix this: 1) Use a higher framerate project, and by this, I mean higher for everything including the final delivered product. You can't just render it high, then chop it back down to 24fps again. If the object moves 100 pixels per frame on a 24fps project, then it would only move ~35 pixels per frame in a 60fps project. But of course all your rendering and editing gets slower because now you have more frames 2) Use motion blur. I can see your renders do have motion blur, but the settings arent high enough for the movement. On this project you need a 180 degree shutter, or about 0.02 seconds (1 second, divided by 24fps, divided by 2 (for the 180 degree shutter angle)) of blur per frame in order for it to look natural. Less than this and it will flicker, higher than this and it will smudge. 3) Slow down the camera movement. Lower movement = less stuttering 4) Change the camera movement. Your zooms are fine, because even though the camera may move quickly, visually everything just gets a few pixels larger or smaller. Same for rotations, theyre fine because the object isnt moving across the screen. Only pans and tracks will strobe like this. Someone had a similar problem a while back, maybe this helps demonstrate the issue more. Unfortunately their links now problem, but it had the same strobing as they panned the camera left to right
  12. It will work fine, I run a Ryzen 5950X 16 core machine with a geforce 3090 all day perfectly fine. Ram - Incredibly unlikely, even single channel mode wont slow it down this much CPU - Could be, but gpu rendering is obviously heavy on the gpu, the cpu just doesnt come into the equation much GPU - My guess is its overheating. The fact it works but is just slow points to this C4D settings - Could be searching slow drives for texture when you hit render.
  13. ztl is a zbrush file. If you have a maxon one sub then you can install zbrush and export as something else.
  14. The first thing I would do is simply run another gpu benchmark so you can narrow down the problem to one specific app/render engine, or the entire machine in general. eg go grab the octanebench download and check your render speeds.
  15. The only way Ive found to do it is to disable image sampling and antialiasing. The real solution is to composite the background in afterwards, but that depends what you need.
  16. Loading textures over the network?
  17. I'm a 10/10 on the confused scale right now. Why would you not want to earn money from your plugin?
  18. just a tip, your entire product page doesn't mention "NFT" even once. Anyone searching for a plugin to do this is going to get zero hits on google.
  19. No proper answer from me, but I will say, the label is penetrating through the glass when the subdivision has happened, this won't be helping you.
  20. Well then upload a scene and let us pull it apart. Include your PS document for the displacement.
  21. With my 13 pro max using '3d scanner app', I found I got much better results with the front facing 'true depth' camera. The rear lidar shots would seem to work well whilst capturing them, but then the final processed shots had textures in all sorts of wrong places. The truedepth camera scans all came out pretty well, its just a shame you have to do it blind with the phone facing away from you. The rear lidar shots worked well for capturing larger room scale shots though.
  22. For something like this 16-bit would be enough, that jumps you from 256 height levels to 65,000 height levels. 32bit with 4 billion height levels tends to only be needed for landscapes.
  23. You really have a whole host of FPS-related problems in that video 0:09 Here you have 2 problems. The most obvious one is the constant flickering from one frame to the next. This is caused by a combination of the camera motion and a lack of motion blur. Motion blur would largely fix this, but then of course youll have a much softer animation. The real answer here is that this simply isn't a shot you should do on low fps projects (24, 25 30fps) The second problem here is that you have a 24/25 fps mismatch. Once per second the camera skips an entire frame, this usually means you have rendered at 24fps, but your editing app is trying to stretch this to 25 fps. 0:22 Here you have a different fps mismatch. You can see the image jumping 4-5 times per second, this tells us that there is a 24/25 to 30 fps conversion problem.
  24. Maxon have ignored requests to make public forums for over 2 decades, I'll be amazed if they create anything at this stage. Though the irony here is that maybe you've potentially just shown David that he can charge a subscription for forums, and so will have one released by next week 😉
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