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 - frv

Pages: 1 2 3 [4] 5 6 ... 20
[C4D] Bug Reporting / Re: assets don't link automatically
« on: 2023-10-17, 17:26:13 »
This is what I get when I import Maxtree assets in to C4D and then load them in the asset browser. Textures seem to be located but do not show in the model and the model renders black. Really strange. I did not have this before and my older libraries seem to be ok.

I open a Maxtree asset and relink all texture maps so that all renders fine in CR. The copy paste that asset (for instance a tree) in a new C4D file all texture maps need to be relinked again....

Scale can indeed be a problem. I usually set scale to mm but I went back to keep using cm with C4D.

[C4D] Bug Reporting / assets don't link automatically
« on: 2023-10-17, 16:52:48 »
Mac OS Sonoma 14.0
CR 11
Mac Studio 20core
C4D 2024

I had this problem before but I notice that models with CR materials imported in C4D do not link their assets automatically at import. I need to relink these assets with the C4D project asset inspector. This happens too when I use assets stored in the C4D asset browser. Some libraries do not contain links and render black in CR.
Anyhow, I need to relink all assets with every import of Maxtree models even though the PB CR material previews show all the proper assets.

Other than that everything seems to work fine. The new C4D2024 is noticeably faster in handling large models.

I just did a project and had the same problem with bark textures on trees. I set the blur scale to -100% in the bark textures and the trees looked much better in the distance. I wonder if this setting can be done globally instead of having to adjust all textures that show up at a distance.

I believe a similar topic was discussed before:

Not sure if the blur setting of -100% (bug) is now resolved or is still a problem for textures at a certain distance.

I don't know of any other survey at this scale. It does say a lot.
I do feel it aligns with the situation in The Netherlands. Most studios that do Archviz still use traditional render engines like Vray. It's very hard to change to something else too. It's not just the engine but alle the assets and resources, plugins and platforms like Max that come in to play as well. Twinmotiom and Lumion are more or less in-house solutions.

The new survey is out already for some time.

Exactly as I predicted here a few posts before.
Vray is not growing really, Corona just a little. Both are still the top two render engines by far. I think because of all the available assets and resources.
Lumion is loosing a lot of customers to Twinmotion and Unreal. I think this is because of bad pricing policies.
Cycles/Blender is also slowly growing. But Blender is not really for Archviz at a professional level. Slightly larger models stall Blender rather quick. Don't see that changing anytime soon.

It's going to take at least several years if at all before Twinmotion/Unreal will get to the same user-percentages as Chaos. All depending on the market for resources.
Surprised to see Red Shift basically not part of the market. Maxon putting a lot marketing in to it.
Also surprising to see Enscape almost at the same level at Lumion. That was once 4.9% versus 28.8%.

[C4D] General Discussion / Re: mac studio / mac pro m2 ultra
« on: 2023-08-03, 20:48:04 »
I wonder how much difference is that. I think you have a few years to go before you've made up for 3000€.

[C4D] General Discussion / Re: mac studio / mac pro m2 ultra
« on: 2023-08-03, 16:35:44 »
Just benchmarked my Mac Studio M1 128Gb / 2Tb ssd.

20% slower than the M2 ultra posted here. 20% is also the difference in cores, 24 to 20. So the m1 or the m2 is apart from the core count more or less the same. I think Apple had to raise the cores from 20 to 24 otherwise there would not have been a noticeable difference.

I wonder if there is a difference between the 128 and the 196 model for the benchmark. The same for 60 or 76 GPU.

Looking at the benchmarks the much higher core/thread count of the i9 and the 7950 only makes a 20% difference compared to the m2. The m2 cpu could be much more effective compared to the i9 and 7950 considering the workflow before rendering.

What takes a bit out of the fun working with Apple is that you can buy a 20% faster PC for less than half of the price of a Mac Studio not even considering the much less expensive monitors you would most likely get for a PC. You can get two PC's for the same price as a Mac Studio and be over a 100% faster......or keep working on the other PC while rendering....

Just checked prices:
AMD PC 7950x cpu / 4070ti gpu is 2800€ incl. vat
20% slower rendering for the Mac Studio m2 at 6300€ incl. vat

I just benchmaked my late 2015 4 core (4000MHz) 32Gb iMac. 1533353. 6 times slower than my 20 core m1 Studio. So for the benchmark processor speed per core hasn't changed much over 8 years......I am a bit surprised actually. Apparently core count is all that matters. Hence the scores of the threadrippers.

[C4D] Daily Builds / Re: Corona 10 - CRASHES A LOT
« on: 2023-06-30, 21:31:16 »
I am using a new Mac Studio Ultra 128Gb ram and v10 seems very stable. Did a project just a few days ago and never had a crash with 1 Gb file lots of vegetation, scattering and so on. I don't remember a crash actually and been working for days.

I do notice materials not rendering occasionally and the project asset inspector often not finds the assets even though the Corona PB materials render just fine. Even after relinking the assets still show red. Especially with assets obtained by the asset browser.
Scatter does not update always in the viewport. There are little blibs here and there like that but nothing that slows me down much.

It works for now. But Corona changed to PB materials and I needed to convert the legacy materials of the hedges and bushes. After conversion the hedges rendered white although in the IR window they seemed ok.

It took me a long time and it seems that sliding the material from left to right over the polygon tag, UV tag and vertex tag and back again in the object manager did the trick.  No idea how those tags interact in the newer PB materials and mixture shader of Corona and if they still work as supposed when Darstellungsart set them up.

Anyhow, I find the mixture shaders rather complicated icw vertex maps.

I have Darstellungsart hedges and bushes. They render fine in IR but all white (no textures) in the CR VFB. It's been doing this since version 9 or 10. I used these a few years ago so I don't know since when this problem started.

Anyone any idea ? I asked Darstellungsart but got no reply.
I can send the file but best only to Corona staff.

Mac Studio Ultra
CR Daily build RC3
C4D 2023.2.1

AI is not replacing anyone really. BIM was the next  big thing years ago but no matter how big the project all involved in any meeting are folding out A1 or A0 sized prints to discuss. At least that is my experience. Even when clients hire human intelligence or experience they still do what they want regardless of the outcome...

I think we will see Twin Motion gaining marketshare along with Unreal. I predict Lumion has lost some to both mentioned.

Vray and Corona will will most likely still be first and second. High end rendering with real time render apps isn't just there yet especially considering the assets and resources.

I do see a trend among students in architecture and smaller younger studios to skip traditional platforms like Max and C4D for apps that require a less steep learning curve and less costs for assets.

Good to read that Tom, thanks. I enjoy working with Corona for now. CGArchitect does a survey each year which gives an impression on where things are going. I just took the survey and looking forward to see if Unreal Engine is still at the forefront and Corona still as much used as before (2 behind Vray).

What I need is short times to first pixel. In other words, the quickest way to interact with color and light. I have never been able to see if GPU would help or even real time renderers like Unreal. The way I work now is still mostly in wireframe and in separate files for vegetation and the building itself. I feel like a dinosaur but maybe that's where things still stand in 2023.

Pages: 1 2 3 [4] 5 6 ... 20