Jump to content

keppn

Premium Member
  • Posts

    389
  • Joined

  • Last visited

  • Days Won

    19

Everything posted by keppn

  1. This is exactly what my "big project" is about. I have scenes with heavy geo + multiple chars + several simulations + generally lots of stuff going on. The way I do it: - Block out the scene with proxy-geo - Block out sims in a really low-fi way - Detail the sims separately and cache in most efficient format possible (Alembic, Redshift proxy, whatever works) - Detail geo & everything else until it fits together; organized in layers, so I can still manipulate stuff separately. - The final assembled scene mostly consists of Alembics, RS proxies, VDBs etc - but rendering is not only possible, but also relatively fast - As you can guess, there's a lot of back and forth necessary with this approach - that is the downside. Re-caching is my new middle-name πŸ˜„ I'm looking forward to a future where everything could stay parametrical / open until the very last step - But it works, and I finished half of my project this way without major problems. - The 4090 really helps in the "Detail separate sim" and "Render it!" departments
  2. The blackouts we experience in my city since yesterday must be sheer coincidence! πŸ˜… Joking aside; the 4090 certainly draws a lot of power, but it is actually more efficient than the previous generation: https://www.notebookcheck.net/RTX-4090-review-roundup-reveals-class-leading-performance-W-for-the-GPU-as-it-is-up-to-70-faster-than-the-RTX-3090-at-4K.662445.0.html
  3. btw, the card is frickin' huUuge. I'm glad I went for the biggest tower I could find back when I built my PC...
  4. I've been longing for more performance in C4D for quite a while. Now I decided to just chew my bank account and go for a RTX4090. I now have a 2080 Ti for Desktop apps and viewport display; the 4090 is dedicated for rendering and GPU-accelerated tasks. Since I've been working on a huge project, I was still staying in C4D S24, giving the new versions only peeks of interest and curiosity. Today though, I have finally set up C4D 2023 properly and took the new system to the track. Just... wow O_o Rendering Scenes that rendered 12:00 minutes on my 2080 Ti are now finished in 00:52 seconds - Same settings! Rendering on both GPUs is actually slower, because the 2080 doesn't finish it's buckets in time. The Redshift benchmark finishes in 1:20 (room for optimization left, I don't know how to set the bucket size in the benchmark command line) IPR Using a dedicated GPU for IPR makes everything SO much smoother. Yay! There's a little lag before the IPR starts to refresh, but it clears up almost immediately. Seeing this, I'm not even so sure about Redshift RT anymore, to be honest. New C4D GPU features Cloth is SO much fun! I'll have to relearn the system, but I'm already quite confident that I can use Marvelous for designing cloth, but simulate directly in C4D. That would make the whole workflow so much easier. A lot to dig into, but very promising. I'm so looking forward to fire stuff Dave has been teasing πŸ˜„ X-Particles Nexus stays interactive even longer on the 4090. Still no Houdini, but the Particle situation is improved immensly It's still early, but all in all, this really feels like the huge performance jump I've been craving for. After a long period of mediocre updates, C4D now feels fresh, powerful and exciting again. Kudos! πŸ˜„
  5. Ok! Then provide some samples in the asset browser, please. I think it's always a good idea to let users dissect examples or to give them a good starting point. Especially when parameters are sometimes somewhat unclear (like lower substeps make for a more bendy material)
  6. The new cloth system is very cool and capable, but it could really benefit from some presets as a starting point. Silk, jeans, cotton, leather - and off you go, make it you own.
  7. A RTX4090 will land in my rig on tuesday, so next wednesday would fit well for me πŸ™‚
  8. I'm dying from teaseritis! Maaan, that sure looks promising, whatever they have got cooking there. Looks to be rendered with the new RS Volume scattering, too? There are some hints flying around in the Redshift-forum...
  9. That's a pity. At some point, everything will be realtime - maybe you were just too early. I wish the team all the best!
  10. @DMcGavran This looks very good, thanks for posting! May I ask to be a little less ambigous in communication? Apparently this is not vanilla C4D 2023, yet also not a plugin (#noplugins). So what is it, then? C4D2024? Can we expect it in April? Is the viewport cached? What's the sim-time? Ember and particles possible? Don't be such a teaaaaase! πŸ™ˆπŸ˜† I could use that *so much* right now...
  11. Today I had some spare minutes to toy around with Insydium's GPU-accelerated Nexus system. I was actually somewhat surprised. It's a really big and noticable performance gain. Things stay interactive for a loooot longer than I was used to. Here's an emitter with a birthrate of 10.000 and the new liquid solver. It stays interactive even at frame 400, where a lot of particles are in the scene. No Houdini competitor, of course, but for xParticles-users this update might be bigger than I initially thought. Further investigation necessary... btw 1, I rotated the landscape collider here, not the camera. This would have killed my old CPU-simulations πŸ™‚ btw 2, a single 2080 Ti
  12. @DMcGavranOoouh, is this a sneaky preview of integrated fire tech in C4D?! If so --- wow!
  13. Yeah, I assumed even midrange wouldn't be achievable with Nexus, but I'd love to be proven otherwise. I have no time atm to try it out myself...
  14. I don't care for renderings – I just want to see the viewport buuUUURRRRrrn! (I love Embergen 😊)
  15. I would be happy with a mid-scale-solution working inside of C4D - think "Car is splashing through a big puddle". Imho, neither xParticles nor Realflow(C4D-Plugin) can do that in a way that is not painful. Judging from the sneak-preview, Nexus is not going to change that 😞
  16. Every example scene was quite small-scale, so I'm not that excited πŸ˜•
  17. It's not just UI though, a lot of workflows are just really convoluted. I'm still happy that I once managed to export a low-res Mesh with matching Displacement for Hi-Res Details and UVs to C4D... that was a downright horrifying experience, haha πŸ˜…
  18. Second that. I doubt they'll revamp the whole thing though, they're too far down the rabbit hole. Plus, I think the zBrush-Comnunity suffers from collective Stockholm syndrome πŸ™‚ But maybe they can offer an alternative UI, like 'Blender for Artists', for example. Still, a ton of work. But if anybody could do it, it's Maxon, so I hope they will ..
  19. Great release, lots of cool and useful stuff 🀩 Extra thanks for implementing WatchFolders in the Asset-Brower, I really do feel heard. πŸ‘
  20. Personally, I don't need a single new feature -- only speeeeeeeeeeeeeed!
  21. Hahaha, thanks guys! πŸ™‚
  22. So, for the first time ever I attempted to model something organic with Lego, instead of C4D πŸ˜„ It totally felt like making Pixel-Art in 3D, with a lot of similar challenges regarding volume preservation and readability. How do you like it?
  23. Thank you so much @Icecaveman πŸ™‚ Ah, meetings and opinions... or worse: Opinions in Meetings! The way I'd defend that detail: "That's the antenna and sensor array, man! Do you want this ship to fly blindly? Do you want it to crash? Do you want your future grand-grandchildren to crash with it?!" On another note: While modelling, I tried to imagine the different use-cases. How does it land, when it picks up a container? How should the cockpit look, to give the best overview? What are the engines for In-orbit-Flight? (In the wings). What is the hyperlight-Engine? (On Top). How can the frame accomodate to cargo of different sizes? You get the idea. In a lot of ways, this thinking first felt limiting, but in the end, it led to more interesting-looking solutions. See: Antenna array πŸ™‚
  24. Ha, let me get a super old design of mine out of the garage. This must be from the Cinema R10 era, when I bought my first license and began to dabble with 3D for realz πŸ˜„ So, please be gentle with critics πŸ˜„ The design is about a carrier spacecraft - more or less, just a "strap-on-engine" to standardized modular containers. In this case, for people πŸ™‚ I was interested to explore a design that combines extremes... a fat block of unwieldy cargo, but combined with some delicate elements reminding of dragonflies or seagulls. Some topics mentioned in this thread can be recognized as well... areas of high detail vs low detail, lights for scale, core/shell etc. Random additional infos: - The little yellow globe is the cockpit with 270Β°-View. There are even little people inside, but I don't have a close-up - I don't think I've posted this anywhere yet, so these are images waiting decades for their premiereπŸ˜„ - Standard Renderer -- those took ages on some brutal VAIO-Laptop. That thing was so loud XD
Γ—
Γ—
  • Create New...