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Showing content with the highest reputation on 05/01/2022 in all areas

  1. I recently built a Dual 3090 Workstation, Before I built this I was curious how much power draw it would have when rendering. I have a wall power meter System Idle = 180watts Rendering redshift benchmark = Maxed out at 911 Watts total for whole system My PC is i7-12700k, 64gb Power supply 1300w Hope this is useful for someone
    4 points
  2. Ditto here with fields - took me much longer than I thought it would to fully appreciate those, and still not sure I do fully, in all aspects ! Sub-fields still confuse me 🙂 The new 25 UI led to about a month of uncertainty and looking for stuff which wasn't where it used to be, but I am already beginning to forget that time, and get back to being suitably zippy in the newer versions. And now with all these new modelling tools in 26 I would find it very hard to go backwards now... CBR
    3 points
  3. Interesting 🙂 I wouldn't naturally assume this would work, because we don't often see conveyor belts in the real world made out of cloth, presumably for the reason you mentioned, that cloth doesn't easily hold enough tension to be useful in a conveyor situation ! However, if you change a couple of things about the animation and your mesh, we can probably make it work better than it is now ! 1. Your belt needs to be even polys in the direction of spin, so not quite the variable density you have going on now... 2. Move the rollers away from each other during the start of the animation so tension is increased. CBR
    2 points
  4. Oh, I mentioned Xpresso's simple data types. And for Scene Nodes I spoke about "arrays of arrays of vertices". That's by far not the end of the line. In Scene Nodes you can build arbitrarily complex data types, almost like developers are used to in C++ (compound data types, e.g. a type which contains a color, some position data, a list of connected entities, speed value and temperature. You see some use case for it, well, in Scene Nodes nobody holds you back). The problem Maxon will face in the coming years, how to boil all these options and overwhelming complexity down to something, the arbitrary user can make use of and so it is fun to use actually (currently Scene Nodes are probably more fun for people like me... lets call them nerds). Capsules, I think, are a first step in that direction (even though born from a completely different reason). And I'm pretty sure we need to imagine the future along these lines.
    1 point
  5. @JThreeDInstead of the Xpresso result node, you now have the "Port Inspector" (basically small result flags you can enable per output port) and the Data Inspector (a kind of data browser) (as Björn said, both to find for example in the context menu of ports). The problem in Scene Nodes is, the setups are rarely as simple as the average Xpresso setup. Simplified in Xpresso you have a bunch of input values and generate a bunch of output values. Values had relatively simple data types (with a Matrix already one of the more complex ones) and if you wanted to really demonstrate your coolness, you three a few iterators into the mix to impress your friends. Not saying, Xpresso wasn't capable of more, but I think, most setups out there never grew past this point. Scene Nodes is a completely different beast. It uses a data flow paradigm to start with. In the end this means, you almost always work on streams of data (arrays of vertices, matrices, whatever... or even arrays thereof...). While this means great power (you can do things with only a few nodes, you only dreamt of in Xpresso), it also means, there is rarely a single value (i.E. just one single number), which could be displayed so easily as with the result node. And there comes the Data Inspector into play...
    1 point
  6. @thanuleeI'm not sure this helps improving the communication between Maxon and this community. To be fair, Fritz's profile says "Maxon". This doesn't necessarily imply, he's a developer, but could still be interpreted as not completely unknowing about the matter he's talking about. Maybe there's more beef going on over at Twitter, but I just re-checked the entire thread and I did not find Fritz justifying anything. He actually admitted, it is currently not optimal. My expectation would be, we are seeing a first iteration of a new simulation system. Turbulence is currently not a part thereof, if I'm not mistaken. Instead of just providing the new simulation in an isolated way (which would most likely mean it to be more limited) Maxon has decided to try to translate between these systems. Is the result optimal? Probably not. Was it to be expected to be optimal? I don't think so. But should we expect this to be the final state? I don't think so either. I think, it was Rick Barrett in the stream with Chris Schmidt, who already said between the lines, that we can probably expect more to come in this area. And to me it would only make sense to continue the started unification of simulation systems. But we should also be fair, taking into account that he is a developer, his main task is to develop and not do user support. His time invested in user support, could well mean, less new simulation stuff in the next version. He even offered to look into examples, if you'd provide him with any. Instead you expect him, to deliver examples for vaguely described setups. I do not think this is fair. And I am rather grateful, somebody like Fritz is contributing here. And I'd prefer to not see him scared away (even though I know, Fritz is not that easily scared). I think, he deserves a friendly and civilized tone (which, I admit, your second post shows much better). In my experience shouting rarely leads to progress.
    1 point
  7. Sure. Check the buttons on the top right of the Attribute Manager: So, the rightmost pops up a new one. The freshly opened one will be locked to the current element. So you will want to unlock the lock. Then switch to Nodes mode via the menu and lock the mode. Done. Dock it where ever you like and save the layout. Here's Maxon's documentation on the Attribute Manager. Unfortunately they currently seem to have an issue, as it's showing German screenshots for the English version. But you can switch the docs to the R25 version, there it's still showing the English screenshots. Pretty sure, Maxon will fix this rather sooner than later for S26.
    1 point
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