Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - dj_buckley

Pages: [1] 2 3 ... 32
Hardware / Would this RAM be Compatible
« on: 2021-11-27, 18:28:48 »
I'm an absolute technical novice when it comes to anything inside the PC Case.

I'm wondering if this RAM -

Would be compatible with an Asus Rog Strix X299 E-Gaming? - the details for which are in the attached screenshot

[Max] I need help! / Re: Sketchup to 3DS Max workflow
« on: 2021-11-18, 14:58:03 »
This goes back to what I was saying in your other thread John.  SketchUp and the likes just fall to pieces when you try and add details in Max like chamfers.  Random verts, unwelded verts etc, basically anything that isn't a box tends to crumble.

Honestly and from experience, I refuse to work with anyone else models other than my own - unless it's only being used for distant context.  In my workflow, architects models are used only for previz and that's only if I don't have time to remodel it from scratch first.

Of course the time taken to remodel a building from scratch is factored into the initial quote.

Far too many times, architects say "we already have a model" in the hopes of getting the cost down, and it ends up taking you longer to fix their model, than it would have taken to just model it from scratch.

And you can never really foresee problems with architects models, things may look fine on the surface, but then when you get into the details they become a nightmare to work with, but by that point it's too late to go back to the client and say "actually we need to model it from scratch, that'll be an extra £XXXX".  There are just too many possible problems, smoothing issues, displacement not working, holes in the mesh, items with different materials attached together, simple innacurracies, missing details, geometry clashes, coplanar faces, single faced glass etc etc etc, and some of these your don't realise until you come to render it.

So to answer the question, I simply do just model everything from scratch, to save a lot of headaches further down the line.  Although it can feel a bit mundane, it can save you a tonne of time elsewhere, things like materials and scene management/organization etc.

Paying me to model the buildings from scratch isn't optional on a quote.  If they insist on me using their model, then I insist on the cost going up for 'troubleshooting and cleanup'.  And if you're being paid for it and you've priced for it properly, then the time taken to do it shouldn't be a problem.

There's also the added benefit of getting a much better understanding of the building and the relevant spaces when you model it from scratch.

I find SketchUp is the worst, Revit is ok - both are heavily dependant on whoever built them, and anything that you can't import natively i.e. Vectorworks isn't even worth considering.

So always cost and schedule time for modeling from scratch, and if it transpires that the architects model is excellent, problem free and usable, then win win, you just made some extra profit and got yourself a more relaxed schedule.

It's all good.  The sneak peak of the tone mapping looks very promising.

Looks great Tom - I assume this paragraph means these features are no longer tentative and won't be pulled last minute :)

Is that everything?
You will of course also get the expected dose of other new features. For version 8, this will include decals, new tone mapping, cryptomatte, slicer/clipper material, a curvature map, and more (see the end of the blog post for a development sneak peek).

General CG Discussion / Re: Fake Houses
« on: 2021-11-11, 12:56:19 »
Bertrand himself has some on his Turbosquid page -

It depends on what exactly you are rendering, but if it's a "standard" sized interior or exterior scene, then 32 GB of RAM may not be enough. I would say that 32 GB is the minimum and 64 GB is the standard. The more you can get, the better.

I'm currently in the proces sof having to upgrade my 64GB machine to 128GB because it struggles with most scenes (although they're generally quite heavy).  I'd say 64GB bare minimum, 128GB if you're budget can stretch and 256GB for future proofing

Are there any plans to improve Corona's RAM consumption?  I have nothing to compare it to as it's the only renderer I use these days (coming from VRay years ago), but it does seem to eat up RAM incredibly easily?

[Max] I need help! / Re: MarbleTexture
« on: 2021-10-29, 20:30:55 »
Looks like a reddish emperador or a rojo alicante to me if that helps your search

Find something similar and colour correct it - looks similar

or colour correct something like this

Correct.  And thanks for highlighting.

I normally wouldn't notice as I render overnight, but I had to re-render something this morning and just happened to note the times of the previous render and the new one when I came back to it.

Good to know


I've just rendered a scene twice. 

The first one had a HDRI in the Direct Visibility Slot.  The second one was just black in the Direct Visibility slot (HDRI turned off)

The first one took 1 hour and 50 minutes

The second one took 2 hours and 30 minutes

Is this normal?  A 40 minutes increase to render on black?  There were rendered one after the other, so the only thing I can think is a RAM issue as it is a RAM intensive scene?

But I would have expected a speed increase on the black background.

Quick test with the new Caustics include/exclude: These are all the Caustics element:

Great progress! But some thoughts and issues:

As you can see the caustics are significantly reduced on all objects not in the "include" list (the pool geometry/water etc.), but they're actually still receiving caustics, if you look at the exposure-cranked versions on the right. I think this might be because they are still appearing on reflective objects? So in other words all those other objects that are excluded might not be DIRECTLY receiving caustics but they are still indirectly reflecting them maybe. I think this is not ideal as really the point is to exclude them totally as a visual control.

Also since this is working through include/exclude list it doesn't work at all through XREFs which is a productivity/management killer. Ideally this would work through GBuffer ID and Layer system.

Rendertimes were pretty much identical with/without exclusions (which is expected I guess, but not ideal).

Hi Alex

Perhaps this is similar to what I raised a while back.  I noticed Caustics we still calculated even when turned off - perhaps the same thing/similar to what you're seeing here?  Here's the thread with responses from devs

That thread looks old and uses the Legacy material and is pretty much the faked setups I was talking about with falloffs etc

I hadn't so thanks for that

Has anyone successfully achieved the type of material in the examples using the new Physical Material?  If so, some guidance would be appreciated.

I used to have a setup that worked well with the legacy shader, but it was a combo of Diffuse, Translucency, Refraction, Opacity and various falloffs - i.e. massively faked.

Looking for a more Physically Accurate setup to get that lovely varied level/gradient of transparency across the entire curtain.

Pages: [1] 2 3 ... 32