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Messages - Nejc Kilar

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well that's not really a valid work flow, isnt it ? :)
pls fix it, it worked fine in last daily beta:)

Indeed it isn't but as a friendly reminder please bare in mind these aren't final releases, they are daily builds which means development is ongoing and bugs might be present. That is also why we really appreciate all of the community's feedback we get on these as any and all feedback is really helpful. Thank you! :)

[C4D] I need help! / Re: AMD 3990X massive slowdowns
« on: 2022-09-16, 12:46:08 »
Interesting.. I am curious what that could be :- ).

I think 3990X suffers from this somewhat more since the memory Controller is probably overwhelmed during Multi-threaded use, enough to create "traffic jam" for any further single-core use.
2990WX suffered from this because only half of dies had direct memory controller access, but this is no longer the case with 3990X.

But since 3970X fares better with identical IO and 280W (this 280W is shared not only by 3/4/8 respective die, but also by IO, so the IO can get starved by juice as well).

I never actually disabled SMT myself, now I will experiment as well. Def not want to dedicate my 3990X into node yet :- ).

This is just my personal observation, the devs will probably know more because they are the real brainiacs but my impression is that whatever is happening in Cinema 4D is a bit more complex and could be related to the way the threads are being scheduled or that kind of complex stuff I honestly don't really understand perfectly myself.

On the responsive or not front, I personally haven't noticed my 3970x (~3.6 all core) being any faster UI wise than for example the 5995wx (~3.2 all core) with the exception of whatever happens in Cinema 4D. That's subjective though, I haven't measured anything, just my impression. It's also true that it is comparing Zen 2 vs Zen 3 so there might be differences there at play such as the IPC prowess.

[C4D] I need help! / Re: AMD 3990X massive slowdowns
« on: 2022-09-16, 12:11:59 »
So we have identified a similar issue not so long ago and are currently looking into improving things. We definitely appreciate your post here as the more configurations we know about the better.

For the time being what you can try doing is disabling the SMT in your BIOS. That will effectively be disabling multi-threading on your CPU which means you will be running with 64 cores and 64 threads instead of 64 cores and 128 threads. Without a question that is not an ideal solution because you'll lose a good chunk of performance (roughly ~20-30% or there abouts) but it beats limiting the threads inside Cinema 4D to 12 as you mentioned. The UI and everything should work quite butter smooth once you do that.

Do note that messing with the BIOS is something you're doing at your own peril. That said, it shouldn't be too difficult to find the SMT toggle :)

Just to make this super clear though, we have identified the issue and are working to fix it so the above should be a temporary solution if you're running into the issue you're mentioning.

I'd suggest you follow Tom's advice too - get the demo and test it yourself, it's going to be the best way to see how it performs.

Broadly speaking, and this really is a super generalized statement but you can do some cross referencing with your current system and how the 5950x will perform by comparing your results with the benchmark we have.

The 5950x needs about 45ish seconds to complete the benchmark. Let's say your current system needs about 90 seconds. So now you can test your actual scenes with your current workstation and since the 5950x is basically 2x as fast in the benchmark than your CPU you can deduct the time from your tests with your current workstation and get a sense for how the 5950x will perform. Basically, if your test scenes need 10 minutes to render you can assume that with the 5950x they'll need about 5 minutes.

Again though, the above is a bit generalized because scenes differ from one another and so its more of a "thumb estimate" but in practice I find it to be accurate enough.

Hardware / Re: Extreme mouse lag on a new Ryzen system
« on: 2022-07-28, 17:44:34 »
Haven't quite encountered that issue yet but I think I recall some folks having somewhat similar issues and it was due to their mouse having a super high polling rate. Can you try to see if lowering it helps?

And if its of any help, I've got weird issues on both my Intel as well as AMD systems. I mostly blame it on Windows :D

[C4D] I need help! / Re: Weird Shadow artifact
« on: 2022-07-25, 14:37:45 »
CAD models are generally a pain to work with and this kind of artifact is actually quite common.

Some things that might help:
- Messing around with the phong tag (for instance disabling angle limit)
- Messing around with the normals tag (for instance deleting it)
- Importing with a higher resolution (so shorter max length).

That being said, usually it can be fixed with the above but some CAD models are simply broken and beyond repair. If you can, ask the person who exported the original STEP mesh for you to export it again with different settings.

Pretty much my experience with CAD files as well.

I would however like to add that you can also try splitting off the weird geo and try to retopologize it using one of the new retopo generators that are there in the newer Cinema 4D releases. Sometimes that can help. Sometimes. :))

[Max] I need help! / Re: Lines Flicker and pixel problem
« on: 2022-07-25, 12:36:30 »
I think switching to a different resampling method when resizing could potentially help with your issue. Don't know what you use for post production but both Affinity Photo and Photoshop throw the "resampling" dropdown menu at you when you're trying to resize the image. I'd try playing around with the different methods, I think it might help :)

Ideally with the Physical material you'd approach things like you would in a physical sense. Is the material a non-oxidized pure metal material? Go with metal. Is it a painted metal? Then paint is a non-metal material applied on top of a metal material and so you're basically recreating just that top non-metal paint layer.

If you've got paint on top of a metal material but the paint is sort of incompletely applied and you can see the actual underlying metal? Using a black and white mask as a metalness map could be the way to go.
Alternatively (and I prefer this workflow myself) you can also use the layered material, put the metal material as a base and a painted material on top then just mask everything with a nice punchy black and white mask. I prefer this approach because you're thinking about layers, just like you would in the real world and you have easier control over both materials. It might be a bit slower to render though.

To control the reflection strength of your metal materials you can play with the base color value and if you're into them details then tweaking the edge color is also important. In both cases I'd try to compare my material to the real world reference as I'm tuning things.

One quick note, technically using values between 0% and 100% for the metalness is physically incorrect. If you're using in between values you're basically just blending between a metal and a non-metal material which... Is not physical. Can be useful though so that's why we've left it in. Also, if you're using maps for the metalness make sure they're also either fully white or fully black because again, in between values... Not so physical :)

Not sure if the above helps but hey, that's why we've got the forums here to discuss things.

Are you using Windows 11? The Intel Alder Lake CPUs are known to have low performance issues on Windows 10 or older.
Can you explain what exactly you mean? I want to set up a new computer in the near future and favor WIN 10.
Today you won't find a faster single clock speed than the 12900K, from my experience I'll give you my thoughts. Really fast processor which offers support for DDDR4 and 5. Also Pcie 5.0. The only drawback that I found is, it runs hot man.
And yes, Corona in 3DS Max can't handle all the cores. In C4D not an issue at all. I'm pretty happy with Win 11, coming from Mac OS I still think windows pretty bad but I'm learning to live with. Apple prices are hillarious, out of reach.

Due to the E-core, P-core design on the Alder Lake gen CPUs the host operating system needs to be adept working with the on-chip thread scheduler that "optimizes" thread allocation. AFAIK (but don't quote me please) Windows 10 eventually got some sort of support for the Alder Lake architecture but I think by and large the safest option for Alder Lake users is to migrate to Windows 11.

If the scheduler is not really working correctly one of the telltale signs is that half of the cores aren't doing squat when in fact they should be utilized at 100%.

This does not apply to Ryzen / Other Intel CPUs as they have the more traditional "all cores are P cores" approach. There's upsides and downsides to both approaches obviously.

If you're really into staying on W10 I'd really suggest taking a day testing whether everything works as it should with Alder Lake CPUs. I'd also consult Intel's official recommendations / manuals.

I know this probably won't be too helpful per say but what I'd do is I'd first try swapping the memory sticks with another pair that is on the QVL list for that particular motherboard (it is also something that was suggested in the linked thread). If that works OK I'd go with checking the GPU and whether that one is working as it should (I'd stress test it) and lastly I'd check the PSU as well.

Additionally I'd also probably try downclocking the CPU just to try and make sure there's isn't a problem there in terms of the power delivery.

So just some ideas, hopefully it'll help.

Hello there! Just in case you'd like to learn more about how to put liquids in glasses here's a more in depth help page you can go through:

Hope its useful to ya! :)

Thank you guys for all your answers !

@Nejc Kilar : Thanks a lot for your tutorials ! Coming from Octane, it helped me a ton to swtich for Corona. keep up the good work ! :)

That is incredibly nice to hear, thank you!! :)

[C4D] General Discussion / Re: Diffuse Values Above 70%
« on: 2022-07-11, 11:35:34 »

If you've got C4D set up to have sRGB as the input color profile then yes the values you see are sRGB. Try setting the input color profile to linear and you'll see the previews will start looking brighter (because 73% white in linear is "whiter" than 73% in sRGB).

In C4D things can get a little bit confusing because if you're using a renderer that uses the built in node editor then that one by default has the Linear values toggle turned on for whenever you are picking colors with it. And that toggle overwrites your input color profile - but again, this is only true for the C4D node editor (and possibly only in the last few versions). The classical node editor (and our Corona Node Material Editor) are respecting the input color profile option.

I too am using the same "technique" as John_Do outlined above. You can use F1 through F4 keys (default hotkeys to switch to a certain viewport) on your keyboard to then quickly switch between your "camera" viewport and your "working in it" viewport :)

[C4D] Bug Reporting / Re: global volume - alpha issue
« on: 2022-07-06, 08:54:07 »
Hey Psifinity, I think the article should be accessible from here - . Just scroll down for a bit and the issue is described with the same exact words as Maru used :)

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