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Everything posted by Mash
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ps. make the liquid larger, not smaller, otherwise it wont interact correctly.
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- MoGraph
- Simulation
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I've used c4d as my main tool for 25 years now and have been using octane as my primary engine for the last 6 years. I can tell you that I've had more crashes because of octane in my first year of use than I'd had from c4d (including betas, alphas and other plugins) for the first 20 years. But we've stuck with it because the productivity gain, render speed gain and image quality gain over standard render was exceptional. There are certain actions and areas you learn to save before doing because you know they have a high chance of a crash (delete unused materials whilst the asset manager is open, pressing undo before the last undo has finished when live view is enabled), But Smolak is right, it can and absolutely will shit in your bowl of cornflakes whenever it feels like it. You can change the diffuse colour a thousand times, but the next colour change will crash it. You can kill it applying materials, navigating, animating. Heck Ive had octane crash whilst my computer sat idle and I went for a piss. The wrong drivers will crash octane The wrong windows update The wrong pcie slot the wrong pcie riser cable The wrong gpu clock speed (we had a 1080 that when the OC edition cards added that extra 50mhz, they would all die) Now for redshift, I honestly haven't put enough hours into it, but even if its way more stable than octane, that still leaves it as potentially causing loads of crashes.
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I do wonder how many of these crashes people complain about are just the current realities of gpu based render engines all being less stable than their cpu counterparts due to endlessly changing gpu drivers. How much is c4d itself being unstable vs redshift being the new standard render engine. 99% of my crashes are octane. Even if redshift is a fraction of that, it could still be the main reason,
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Ok, as a general critique. The first thing that hits me is how cold, bland and uninviting the 3d render is. Theres no use of colour to make it pretty, its grey on grey on grey on grey. There's nothing to stop you introducing some simple colour grading via lights or post production. Cool down the background with blues, warm the foreground with oranges. Ceilings at almost every exhibition are darkness. You can draw peoples attention to the stand and make it look brighter by darkening the top background of the environment The lady on the left has the thinnest ankles in the universe
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Depending if you need them for print or just general 3d material colour picking. I find this is enough for me: https://icolorpalette.com/ Just type in the pantone code and it spits out all the rgb, hex, cmyk, lab, hsl etc codes.
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Maxon raising prices next month - *Capsules* are now more expensive...
Mash replied to Jeff H1's topic in Discussions
How dare you be so accurate, stop that immediately- 72 replies
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Two things I do to save my sanity 1) Add "fold all" as a button to the UI right next to the object manager. I am forever delving thousands of objects deep into the object list after a while of unfolding stuff it gets longer and longer. Fold all keeps me sane. 2) Lazy nulls. So your issue is that youve selected a bunch of stuff in the scene. Maybe its 500 objects down, maybe its 20 folders deep. Who knows. What I do is I add a null. Name it something unique and easy to spot, "xxx" usually works. Now copy and paste it 10 times. What you can now do is go off and select all the stuff you want to organise, in the object manager or 3d view. Then when you're done and want to drag them all to the top, or into a folder, is click your "fold all" button to clean up the object manager. Now CTRL click one of your XXX nulls so it is selected. What you will find you have is all your selected objects and a nicely positioned XXX null at the top of your list. Just drag the XXX null where you want it and all your selected objects will come along for the ride..
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I think you might need some better reference to get the proportions and shaping correct. Currently Im getting far more Luisa from Encanto than I am Anya Taylor Joy. Critical for this lady are the eye shape and the uncommon position. Your eyes here have a simple large curve for the bottom of the eyelid, whilst hers have a very distinct sideways teardrop shape to them, they're also quite famously far apart compared to most people. In fact, the top lid arches up more than the bottom, you currently have the opposite; a large bottom arch and a flatter top. In fact if youre going for a cartoon version of her character, then these are probably the aspects you need to exaggerate and almost make a caricature of them. Whats also throwing me off is the jawline, you character has a sort of square to pointy look going from back to front. Its quite manly, marine tough guy. Hers is actually just plain old disney princess in shape.
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Maybe try installing Apple bonjour. https://support.apple.com/en-us/106380 Its a really old app, but older versions of c4d would use it to bypass certain network routines when communicating with other c4d render machines on the network
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I don't see they've done anything wrong. You're running software that's over half a decade old and your windows update has broken it. No software maker is going to go back and fix a 6 year old app, when there are multiple newer versions which work fine. If you really want to get it working, I would consider looking at the hosts file (c:\Windows\System32\Drivers\etc\host) open it in notepad, you can use this to redirect OS server requests to a new IP. Perhaps use a network scanning tool to detect what IP and port c4d is using and maybe try block that specifically or try redirecting it somewhere else so that it times out.
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tools > axis > reset scale + cogwheel enable "compensate points" click OK
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Just some general advice to anyone looking for help. If you actually want somebody to help you, then you need to show the problem you have. Just saying "I run out of memory" doesn't give us much to go on; we don't want to waste our time listing anything and everything that might cause the problem when simply showing the project file could narrow it down. The basic act of including the scene file you have and telling us the steps you take to make the problem will allow someone else to work out what is going wrong. And yes, it may be "just a cube and some subdivisions", but the scene file will include all sorts of other project settings; and what you consider to be a normal setting might turn out to be the problem.
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Beppe has a workaround here for octane particle colour https://render.otoy.com/forum/viewtopic.php?f=86&t=83356&sid=98e2db531431872bf04cdbcf94835f20
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I'm getting weird white strips in my textures (PLEASE HELP)
Mash replied to David Cowell1's topic in Cinema 4D
Remember, 3d models are just a collection of flat polys. It looks like the flat polys of the label dont have their divisions lined up with those on the bottle; so theyre ducking in and out of the bottle geometry over and over, making the stripes. ie its doing this In short, rotate the plastic bottle 2, 3, 4, maybe 5 degrees, but leave the label where it is. This will likely cause the plastic bottle mesh to fall back below the label. so you end up with this: -
PSU: Youve specced an SFX sized one, thats smaller than a normal ATX size and will been needlessly more expensive, go for a cheaper atx size. ram: it will work, but may I offer an alternative. Ryzen systems love ram speed, it can give 10, 20, 30% more performance. The problem with your 4x32gb 128gb kit is that ryzen cant run 4 slots of double sided ram at full speed, so even if youre buying a 5600mhz kit, the motherboard will run it at 3200mhz. The ideal sweet spot for modern ryzen systems is 6000mhz, thats the fastest 1:1 sync speed you can do with the cpu. What I would suggest is sacrificing a bit of ram capacity and instead go with 2x 48gb sticks for 96gb total. Dont bother with the 2070 gpu, it will be a waste of time, sell it and cash in its value. SLI is dead, ignore it, no consumer gpus are made with the connectors anymore. Multiple gpus can be used, just plug them in, no SLI is needed. However, keep in mind the space and power requirements. Most 4090 cards are 3-4 slots. Does your case choice provide the 8+ slots of vertical space needed? We run dual 4090 cards as render nodes in older corsair 680x cases because theyre one of the few cases with the vertical space needed. 1 large ssd is fine, I would just pair it with a cheap 10+TB hdd for storing archived projects and running system backups in the background. For the case, personally I would go with a simple front to back airflow case. Sheets of glass are not friendly to system temps, nor are 90 degree corners. Im a fan of the corsair 4000d airflow. cheap, looks decent, very nice performance (disclaimer, i work for them) Noctua D15 is a great cooler and will cope with the 7950x perfectly fine. Little point overclocking the cpu as its already running up against power limits by default. AIOS are fine if you want to pick them, but go 280mm or 360mm, Ignore 240mm and lower.
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.max for a modern 3ds max file. .3ds is ancient. Its limited to 16,000 polys per model, 8 character long file names etc
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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.
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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.
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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.
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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:
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+1 vote for ruffling dandruff out of his hair
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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.