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Showing content with the highest reputation on 11/30/2022 in all areas

  1. A particularly clear and interesting, but also perplexing and intriguing exploration of topology and manifold surfaces of various types. We'll be needing a mobius strip and a Klein Flask of course... CBR
    2 points
  2. Whats up guys, so as the title suggests, one of my followers on Instagram by the name of Enox, is an awesome illustrator from NewZealand link below. Said i'd take one of his cool characters/stickers and turn it into 3D, So here's the progress so far original 2d illustration included https://www.instagram.com/enoxart/
    1 point
  3. Dead's a bit harsh I'd say. I still check in every day, and not only because I am moderating ! And I note that most questions do get answered in the end by those of us that remain. It's not up to me of course, but yes, I would like to see something change to get more people in here - just not sure what... CBR
    1 point
  4. I'll also add: on Macs, the screen scaling has a surprisingly large effect on GPU performance. Say you have a 4K screen. There will be ~2 default resolutions: a retina standard scaling one (where 1 virtual pixel is made up of 4 screen pixels), and a native 4k one (where the pixels are 1-1). You can choose other scaling, but a note appears: This appears because the GPU now needs to do non-integer scaling of the virtual display to the actual display, 60 times a second (or more). This usually has little obvious effect, but running a pyro sim in a 3D app while forcing non-integer scaling is almost a perfect storm of GPU resource contention. If you are using a non-default scaling, try restoring the defaults and see if it makes a difference.
    1 point
  5. Currently Pyro in C4D is a purely GPU technology; there is no CPU fallback. So, GPU performance is the main driver of pyro performance. It is also very RAM hungry, so having only 8GB of VRAM, or sharing the system RAM of a 16GB M1, will limit the scale of the effects you can achieve. The main way to increase performance (without upgrading your machine/GPU) is to simplify the sim by increasing voxel size. This can be done in two places: the pyro object/simulation settings, and in the pyro tag. The pyro object/sim settings is the most impactful one, since that sets the overall memory footprint. You can also try reducing the padding, which will reduce the number of voxels in the simulation (though if you have explosive effects or fast moving objects, they may "clip" outside the sim at points). Pyro runs very well with good framerates on M1-based macs that have more GPU cores (e.g. M1 Max and M1 Ultra)
    1 point
  6. ChemLoader is a free plugin intended to parse a chemical molecule definition file then create all necessary objects to display and render the molecule. Out of the box it creates objects like the bacitracin molecule shown below. The model is fully procedural and can be modified with numerous settings at any time. A full and detailed manual is included. For more details and to download a copy please see the plugin's page on my site. Steve
    1 point
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