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Messages - frv

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1
[C4D] General Discussion / Re: Corona for Apple Silicon M1?
« on: 2022-07-01, 01:47:21 »
depending on your ram not much of a difference.
I am working with a M1 Ultra 128Gb. 20core.
Most reviewers find that the ultra compares with the hypertreaded intel cpu's. So a 10 core Intel with 20 threads is about the same speed as a 20core m1.

I think though that the Ultra is very fast with memory intensive tasks. Such as starting renders, opening large files and using the asset browser with assets on the internal harddisk. It all depends on what your models look like. Lots of asset placing, trees vegetation and so on that's I think better in the ultra. I rendered today a scene with a lot of ground cover vegatation by Maxtree and Graswals, high polycount. And still there was only 8Gb involved in the render. Then I added about 20 Maxtree trees and the memory usage was close to 125Gb.

2
Gallery / Re: The NM-Laboratory | Full CGI
« on: 2022-06-17, 00:30:43 »
I see the assets on your site. But for me to extract them from 3DS max or FBX to C4D is just a bit much.
I can imagine for you to sell these assets to a wider audience including C4D users is not a major project. Scattering is the least of my concern. The tools for scattering in C4D and Corona are great and super easy to use. I would not pay actually for pre-scattering. Sets of C4D/CR assets I can dump in Chaos scatter would be super.

3
Gallery / Re: The NM-Laboratory | Full CGI
« on: 2022-06-11, 00:11:39 »
Tx for your answers. Good to know CPU rendering is still hot !
Even though dependencies rely on forest pack you could sell assets as well as for instance Darstellungsart does.

I have to do more with Lightmix for sure. I have a Mac Studio Ultra with 128Gb ram which is a fast system as well. I wonder if its worth to go PC for the threadrippers.  The Mac Studio renders 4000x5000 res images rather well in less than 30 min. Files that have over 100Gb in use at render time.

4
[C4D] General Discussion / Re: Chaos Cosmos
« on: 2022-06-08, 15:07:25 »
C4D has a new asset browser system now. You need to look at the tutorial video's a bit to understand how it works. But then its very practical. Any assets from Chaos I edit I just add to C4D asset browser.

5
[C4D] General Discussion / Re: Chaos Cosmos
« on: 2022-06-07, 19:07:30 »
Once you got your Cosmos assets you can make a library with edited models in the asset browser of C4D. I wasn't impressed with the asset browser before but now I have the databasesd on my local SSD its really super.

6
Gallery / Re: The NM-Laboratory | Full CGI
« on: 2022-06-07, 02:22:13 »
Hi, very beautiful design. I like the renders a lot because the design stands out and fits the landscape. The photography is gorgeous as well. This is all about the texture and shape of the architecture. Very inspiring not just because they are rendered images.

Why do you use Corona render for this ? And not for instance Vray, Octane or Unreal Engine. These images would render a lot faster wouldn't they on GPU's. I use Coronarender but mostly because I am on a Mac Studio Ultra with C4D. And always contemplating buying a PC to go GPU with Unreal.

Another question, what can NM-Laboratory do for Mac users with Cinema4D and Coronarender. I see that all assets on the site are for 3DS max users. C4D/mograph and Chaos have plenty good scatter functionality for your great assets. I saw the 3DS demo on YouTube and that would be a piece of cake with C4D as well with a prepared template of your assets. Especially if you already have all the CR materials done.

Cheers Francois
francoisverhoeven.com

7
[C4D] General Discussion / Re: Mac Studio Experience?
« on: 2022-05-27, 11:21:39 »
My experience with the Mac Studio Ultra matches this review:

I think that for C4D and Coronarender the Mac Studio Ultra is great little computer. GPU performance is not an issue with CR. But if you plan to use Twinmotion and other realtime apps as well along with CR than a PC would be a far better choice. Apple can't compete at all with current GPU render speeds.

8
Yes that's a great little piece of code. Hope it will make it into Chaos Scatter.

I will have a look at the variation shader.

9
But does when I make a light material with a HDR and assign this to the sky object.

I would like to have the sky object with the hdri in the shader slot but then I do not see the HDR in the viewport. Is that correct ?
OSX 12.4 CR v9 daily build.

10
He tx Cinemike
just tried it and indeed works very well. Even with a Boole.

I am just wondering if Corona scatter could come up with something simular. Setting gab width is common in my line off work. I would be fantastatic if scatter would be able to vary board width with a constant gab width for a given total length of scattered objects. Maybe a grasshopper project...

11
[C4D] Bug Reporting / Re: Chaos Cosmos broken
« on: 2022-05-25, 14:46:01 »
Installed the latest v9 build today and all seems fine with the Cosmos browser now. Tx for getting this fixed so quick.

12
Tx Tom,
your idea of grouping sets is great. That will work for sure.

The other question becomes then even more important on how to randomise the position of the cubic mappings per scattered sets.

Just wanted to mention again that the quality of the Chaos library material semigloss pine is amazing. You can almost smell the wood.

13
Hi,
Is it possible using Corona scatter to have wooden siding at different width's boards at a certain stepping but with a fixed seam width. Like every boards is at least 7 mm apart. I tried with avoid collisions, that worked but the seams are too random still.

I am also wondering if its possible to have the pine material cubic projection random set for each board to avoid knots and grain unrealistically matching for each next board.
I tried the UV randomiser but did not get a proper result. Most likely cubic does not work here or I just don't understand the UV randomiser very well.

Attachment is a quick render with Corona scatter and the pine semigloss material from the material library.
I like the random width and thickness of the boards but the seams are random too which is what I am trying to avoid. The material itself looks excellent but the cubic projection would be better if for each board at a different unique location.


Any help appreciated. As an architect I work a lot with wooden siding. Not always I like to work with displacement materials. Its often more reailstic to have actual geometry.

14
[Max] Bug Reporting / Re: Displacement problem
« on: 2022-05-23, 00:18:08 »
I experimented with displacement this Sunday evening.
I took one of the best mappings available by Arroway for gravel.

It seems to me that displacement mapping the way I use it in archviz for masonry and gravel for instance should not be used at different settings than 100% length U & V. This is because once you reduce these material tag U&V lengths in the object manager the displacement is not proportionately adjusted as well in the displacement level in the material.

But if you do adjust the displacement settings manually you will experience artefacts. So you have to use displacement maps at their proper dimensions and not change the material tags U&V lengths to size the mappings on the geometry for cubic mapping.

Attachments:
48.23
here you see artefacts in the form of lining in the gravel at reduced to 3% U&V (100% is 1444 mm) material tag lengths at 25mm displacement.
47.04
proper displacement at 100% U&V material tag lengths (1444x1444 mm by 25 mm displacement)
49.17
artefacts remain even when displacement is reduced (in this case to 3mm) at 3% U&V.

I think the artefacts occur because of playing with the U&V lengths of the cubic projected mappings. Problem is that once you reduce the min and max levels of displacement manually to compensate for the reduced U&V lengths artefacts will appear and you loose the logic of real world dimensions.

I will check again for the masonry in a project I did. I still had artefacts although much less even when texture maps and displacement levels where all set at real world dimenions and set in C4D at 100%.

15
[Max] Bug Reporting / Re: Displacement problem
« on: 2022-05-20, 10:53:47 »
Indeed it is a problem but good displacement maps are as well. It will take a lot of experimenting to find out where the problem is exactly. Thing is that other renderengines suffer much less and Lumion has no problem at all.
I will also take a look at Redshift, maybe its better for displacements. A lot of asset developers have started to provide for Redshift ready stuff as well.

If displacement keeps being a major issue I probably have to move on. Can't spend half of a job on getting displacement on track.

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