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Messages - BigAl3D

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1
Yeah, I'm curious too what they will find.

On the Mac issue, we just added a loaded Mac Mini in one work station. Mostly for video editing, but I tested it to see how well it rendered with C4D to see if it's worth it to use as a render client. I always use the Grapes.c4d scene in the content browser as a real-world benchmark. The Mini is slightly faster than the old Trashcan™ to give you an idea. It rendered that scene in a little over 8 min. The iMac Pro I'm using right now, cranks out that scene in 3:19. Of course C4D is running natively on the iMac Pro and under Rosetta on the Mini.

Can't argue with going with PC and Threadripper CPU. Those things are blazing fast. Expensive, but time is money right? Good luck.

2
I think the M1 strategy will serve Apple well, and I'm waiting for a pro model next year, but the M1 Mini is not up to the task of that type of rendering and I love using Macs (minus falling behind on speed over the years). You're running C4D via Rosetta 2 so it's being emulated which slows things down. You're using an old version of Corona which is slower. If you're already paying for Corona, why not update to v7? They have fixed a lot of things since v5. Many people use textures that are larger than they need. If there is a clock in the background for example, I've seen people use a 700 MB JPG for the face of the clock. Keeping in mind that clock only uses about 50x50 pixels of screen size. Corona will have to load that 700 MB file into RAM, then down-sample the image to 50x50 pixels since that's all that is required for the final image. This is true with ANY render engine by the way.

Open up the texture folder for that scene and sort by SIZE. See what you have lurking in there and see how large it's being used in the scene. You might be surprised

Is this project a paid client for you? I'd love to see the room to get a better feel.

3
[C4D] General Discussion / Re: Corona for C4D You Tube
« on: 2021-08-27, 17:34:17 »
I'm with you here. They say Corona is the same in either app, but it's very different as far as the dialogs and where to find certain settings. It makes it difficult to follow at times. Just seeing the Max interface makes me appreciate C4D all the more.

4
The only issue I can see in your animation is from the striped lines in the oven glass. I believe the "flickering" you're seeing is those lines are interacting with over edges/lines inside the oven or reflected in the glass and creative a moiré patter effect. Back in my print days, the only way to remove the patter was to alter the angles of things that are interacting. If a TV host makes the mistake of wearing a fine patterned jacket on air, the patter with interact with the pixels of the camera. This is way you will see mostly solid colors on TV or at least larger patterns.

One test you can do to see if I am correct, is to take your material on the oven door and rotate it several degrees and render a short test. If I am right, that flicker will either get better, worse or perhaps disappear but that is unlikely since the camera is moving and so the angles are constantly changing.

So my theory can easily tie in with @maru's idea of increasing the passes and/or render size. The more pixels, the smoother the result. There's a catch. You can render at 4k and it looks perfect, but when you sample down to HD or any online compression, you may re-introduce some of the flicker. Most likely, it will be less but also softer output overall which could be good or less good.

The rest of the scene seems smooth to me, even the sparkles on the stove burners are smooth. I believe there's a way to render just a portion of the frame. Maybe in that output, you can crank up the passes or what the others have suggested to reduce the render times.

5
I have extensive experience in print and digital mediums. It is best to only think about the pixels when rendering in C4D and not inches or centimeter. This can get confusing for people not very experienced in resolution. Just think pixels. It will simplify things. I'll explain below using the standards here in the States. This will sound confusing at first, but it will all make sense when you get it.

When a client asks me for an image or graphic, the first question I ask is "What are you using it for and how large with the end size be?"

If the reply is "For a magazine ad. The image will be 6"w x 4"h. (always clarify the width and height since many will give you the height number first).
I know most publications ask for 300dpi (some are lower or higher, just ask them or a specification sheet). 300dpi is a good starting point and will be good for most applications. So it's simple math from there. 6" x 300 = 1,800 pixels and 4" x 300 = 1,200 pixels. So for every inch, you have 300 pixels. See how that works? So this render will be 1,800 x 1,200 pixels at 72. We will change this below.

Assuming you're using this image for a print layout, you should take one more step with it. If you import the render into InDesign as-is, it will appear approx 3 times larger than you need since your render is set to 72dpi. You have two options. First is scale it back down to the final size in InDesign (or whatever app). This will effectively crunch more pixels into a smaller space, which "increases" the resolution at the smaller size. The best thing to do is open the image in Photoshop. Go to Image --> Image Size. This step is VERY important. UN-check the Resample option. Turn it OFF. Now change that resolution right above that to 300 pixels/inch. Boom. Now when that image is placed in your layout, it will show at the proper size and resolution. This also helps the designer see that they should not scale the image much at all since the resolution begins to drop as it is scaled. You could always render larger so you can give a designer more flexibility. You might also ask if they need the final image as RGB or CMYK. If your image will be give to a designer, they can handle that. If it's to someone that doesn't know, better to provide it the final color space. Many printers convert images on their end to what they need, but your never know.


If the reply is "For a PowerPoint presentation that will be shown on our HD screen or projector at a meeting. The image will be full screen.
I know that everything on-screen is 72dpi. Set C4D's output to 1,920 x 1080 which is standard HD. Personally, I wouldn't worry about 4k or anything like that. The image will scale very nicely to 4k on a screen and especially a projector. If you want to be safe, then set it to 3840 x 2160. If you're rendering an animation, this can make a huge difference in time.
Assuming they have decent technology and are not running Windows Vista or Mac OS 9 on really old PCs, then the client should be happy with your file.


I don't know the standard dpi settings for using centimeters, but I see an A2 image is 16.5" x 23.375" or 4,950px X 7,013px.

Sorry for the long post, but this is where most newer designers stumble and make the wrong size graphic. Please ask if you're confused about something. I know it took me a while to understand it completely.

6
[C4D] Bug Reporting / Re: Crash When Replacing Materials
« on: 2021-08-09, 13:06:31 »
Not all the time, but yes. The IR window seems much more stable for me. At some point, I'll have to upgrade to a more recent version of C4D I know.

Thanks.

7
[C4D] Bug Reporting / Crash When Replacing Materials
« on: 2021-08-07, 03:52:18 »
I had previously posted about a crash when dragging materials from the Content Browser to the Material Window. Not sure if this is the same error or not. Now, I've had a couple crashes when running the Interactive Viewport.

I paste a car model that has C4D materials into a scene that has existing Corona car materials. I like to drag the window glass Corona material on top of the C4D glass material using the alt/option drag feature. This replaces the old material with he Corona material everywhere it is used. Very quick way to set up my model for rendering.

Even better is to use one of the interactive render windows to get real-time feedback. This type of crash seems to mostly happen with IR running.

I've attached the bug report and something called trigger. For some reason, C4D hasn't been creating the scene file.

Full-speed non-debug version
Build timestamp: Aug  3 2021 18:36:33
Version: 7.0
Cinema version: R20.059 CINEMA 4D Studio

8
[C4D] Daily Builds / Re: Release 7 Missing DLL Error
« on: 2021-08-05, 21:03:04 »
Since I have a 64-bit install, didn't think I needed that.

9
This issue has been around since the Alpha days. Random placement of clones and some objects getting the motion blur, while some did not. I still feel the Corona version numbers are moving too fast. The C4D version should not be the same as the Max version until the features are the same. I'm guessing this issue doesn't exist on the Max version. I remember I tried a workaround to this by using the Velocity pass so I could use a plugin in AE. Nope. That didn't work either. I haven't tried to the Velocity pass with the current versions of Corona however.

10
[C4D] Bug Reporting / Re: Corona 7 RC5 keeps crashing
« on: 2021-08-05, 19:55:05 »
You should now try the released v7 of Corona just to see if the issue still exists.

11
[C4D] Daily Builds / Re: Release 7 Missing DLL Error
« on: 2021-08-05, 19:52:21 »
Success! I also installed the 32-bit redistributable and now it worked. Thanks for pointing me in the right direction.

12
[C4D] Daily Builds / Re: Release 7 Missing DLL Error
« on: 2021-08-05, 19:32:54 »
Thanks for that tip. Well that sounded like a simple fix, but after installing C++ again and rebooting, I'm still getting that error.

13
[C4D] Daily Builds / Release 7 Missing DLL Error
« on: 2021-08-05, 16:42:15 »
Not sure if this is the right place to post this question, but here it is. I'm a Mac guy, so these errors stop me cold since the error is not specific. I installed r7 on my other Windows 10 renderbox with no issues. On this Windows 10 installation, I'm getting this VRCRUNTIME140.DLL error. My first question, is this telling me that reinstalling the Corona installer will fix this? I also got this error when unpacking the ZIP and running it from there, so I'm confused on how to fix this.

Any suggestions is much appreciated.

14
[C4D] I need help! / Re: Water material with caustics
« on: 2021-08-04, 04:46:04 »
Unless you have a very good HDRI with a sun and it is exposed properly, you will need to add a Sun Object to get the nice caustic effect. In my experience.

15
The only logical way to achieve this, in my mind, is to add a shadow catcher material to your floor set to compositing. Once you adjust your lights to get nice shadows, you can then place the product over a pure white background or any color background for that matter.

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