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Messages - TomG

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[C4D] General Discussion / Re: Chaos Vantage
« on: Yesterday at 15:58:17 »
Hahah yes, that was where I was pointing out the individual cost for Vantage that you'd have to subscribe to on top of the Corona subscription. There'd be no change to Corona pricing itself of course :)

[Max] I need help! / Re: VR 8k issue
« on: Yesterday at 15:57:09 »
What does RAM usage look like?

[C4D] General Discussion / Re: Chaos Vantage
« on: Yesterday at 14:21:25 »
To clarify, there would be no "price increase" for using Vantage, just that it's a separate product you would need to purchase to be able to use it, meaning you'd have to buy two products not just one. This is not the same thing as "price increase" which is a change to the pricing of an individual product :)

On Vantage for Mac, a question to send to the Vantage team (the Chaos forums should have a section). I would suspect not due to the usual issue of the graphics hardware being very different on Macs (or at least those newer ones that have moved away from using NVIDIA cards in them etc.).

Yes that option is still there, both for Corona Premium and Corona Solo. Do remember that auto-renewal is applied to any order, so you will have to remember to cancel before renewal (but that too is the same as before).

The roadmap is not an indication of who is working on what any more :) It is no longer updated by the devs to that level of detail, just by me at a higher level of detail.

[C4D] General Discussion / Re: Chaos Vantage
« on: 2024-02-26, 12:15:29 »
For an initial release, it could well be that functionality is limited to exporting to Vantage, after which any changes you make in Vantage will not appear back in your Max/C4D scene. There is no plan for a live link style functionality, though we will see how things go over time; but for now it's viewed as a one way conversion to vrscene to enable opening it in Vantage. You would still be able to edit in Vantage just as any other scene in Vantage, but as noted that would remain just in Vantage.

The expected purpose at the moment is to very quickly render previews, or if the needs of your client match the differences/limitations of GPU rendering, finals. Ideally this would be for, say, animated fly throughs too as that's when saving some rendering time for previews would be most useful, though again we'll have to see how far things go in the initial implementation in terms of animation. For 12 though the idea is to get the basic foundation in place and then go from there :)

PS the speed of Vantage compared to IR is very different :)

[C4D] Bug Reporting / Re: Dual cpu speed problems
« on: 2024-02-22, 20:04:43 »
The report is welcomed of course! I was looking to see if we had a better thread to report it under, but for now there isn't one, we might set one up though if we hear more issues with single CPUs. On the 3990X we have for testing, this fix did indeed make a difference, so this is interesting.

[C4D] Bug Reporting / Re: Dual cpu speed problems
« on: 2024-02-22, 19:18:49 »
Interesting, as this is the "Dual cpu speed problems" thread ;)

[C4D] Bug Reporting / Re: Dual cpu speed problems
« on: 2024-02-22, 16:48:52 »
The fix is for high core count single CPU machines - we're still investigating potential issues on high core count multi-CPU systems. Thanks!

[Max] I need help! / Re: Displacement Modifier
« on: 2024-02-22, 12:46:55 »
Most welcome!

[Max] I need help! / Re: Displacement Modifier
« on: 2024-02-21, 19:37:51 »
(It will also let you have one displacement consistently across a whole object, even if that object has different materials, without having to go and recreate the displacement individually in each material, as another potential use)

[Max] I need help! / Re: Displacement Modifier
« on: 2024-02-21, 19:34:32 »
Use the Displacement Modifier if you want to have particular settings for that use of displacement - e.g. for an object that goes behind the camera but is still seen in reflections so needs to have the same quality of displacement even when out of the camera frustum, then you can use the Displacement Modifier so that object is set to World, leaving everything else in the scene set to the more memory friendly Screen. Or if you want to raise the displacement quality on one particular use (by having a smaller Screen value for just that object). That's the main use for it.

[Max] Feature Requests / Re: The most wanted feature?
« on: 2024-02-21, 16:00:10 »
You are welcome, glad it helped some and hope it was kind of fun too, to take a bit of a peek behind the curtain of what development is like.

[Max] Feature Requests / Re: The most wanted feature?
« on: 2024-02-20, 22:21:10 »
Oh and that is not to mention that there is ALWAYS unique QA time needed for each engine, even if it was possible to copy code - did it break something else, conflict with something else, does it work as intended? It is rare that implementing a feature, even one done in the sibling engine, is a trivial matter. (EDIT - but it's nice if that ever happens lol!)

[Max] Feature Requests / Re: The most wanted feature?
« on: 2024-02-20, 22:15:44 »
And yep, James is right on the other non-Scatter items. The VFB is indeed unique code for both engines, with different approaches tailored to the different needs of the user base (simplification: the "do everything for everyone" V-Ray, and the "specifically for achviz" Corona). Even with the VFB rework, Corona's VFB will remain distinct and different from V-Rays, by design.

Sometimes code can be shared or borrowed, sometimes algorithms can but need unique code, that can vary.

For curved decals for instance, there will be differences between Corona and V-Ray, which can be seen in the daily build. Corona allows for bending/curving in two axes (and simultaneously), while V-Ray allows for just one. So things are often not as simple as copying code from the other team :)

Hopefully with this, there will be understanding that care and development time has gone into these features as well as others, and so they occupy their own slice of the 6 month development time and are not 5 minute copy-n-paste jobs (to get back to the post that triggered the discussion, not replying to James here who I believe already gets this). Cheers!

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