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Messages - Juraj

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16
Damn, I need to update my RDIMM knowledge before I confuse people :- ) Super sorry about this.
Anyway, looks like Threadrippers 7xxx even non-pro require RDIMM memory, so for G.Skill, that would be their Zeta R-series, not the Z5 series.

And yup, that's the https://www.newegg.com/g-skill-192gb/p/N82E16820374533?item=N82E16820374533&source=region

1600 USD you quoted above, uff.

You can always go for generic stuff like https://www.newegg.com/nemix-ram-256gb/p/1X5-003Z-01FM5 (1000 USD for 256GB DDR5 RDIMM 5600)
But I would probably buy the G.Skill for those Samsung ICs if I was building state-of-art workstation.

17
Wrong advice from me ;- ) Ignore.

G.Skill Trident Z5 series uses Samsung chips, and is among probably the most high-end kits on market right now. I can't imagine it not working :- ) If these wouldn't, none would.

That doesn't mean it will run at their XMPP/DOCP settings, and G.Skill validated those numbers for Intel Alder-Lake desktops. So you will be on your own to figure out the best stable configuration.

18
Is the dual Xeon 8480 ES, QS or Retail stepping? My older dual 8280s are extremely consistent in performance with my 3990X Threadripper for example.

It's been long time since I've used ES/QS builds, but a lot of shenanigans can happen between Windows Scheduler, Board microcode, Chipset drivers that non-retail steppings can be very sensitive to (unless manufacturers are using some more precautions, but the fault can be with motherboards as well).

What can be done to bypass these limitations is the old trick Vlado from Vray suggested almost 10 years ago, is to run multiple rendering sessions at same time. I've never personally done it, so not sure what is the best way today, I personally would try ProcessLasso, but experimentation is needed.

Of course, highly sub-optimal for single-renders, but doable solution for animations. And of course super-bad solution for workstation, but then dual-builds, even retail are generally poor workstations today.

Should we start ES/QS build thread btw :- ) ? Looks like golden age for this is upon us again lol! Lot more complicated situation with motherboards, but so many Epycs and Xeons and memory is very reasonable priced. Sadly I no longer need render-farm for my studio needs but I always loved building them.

19
Gallery / Re: Nordic Kitchen Design
« on: 2024-01-23, 13:47:55 »
Very nice, the colours and mood.

The design can be even more minimal without compromising practicality if you skip the board behind the kitchen top/stove. You really don't need it.
 
The brickwork is done very well but I find it nearly impossible with Corona to render rough or course brick (see attachement). I haven't managed yet to capture the fine but sharp "bump" real bricks have. A displacement would not work for these fine textural bumps and holes. It's almost like sandpaper also for the reflections. Bumps in Corona always seem to be a bit rounded of in detail.

I had to unsubscribe from FriendlyShade because I just didn't need any stuff he kept scanning, but he does this actually :- ) like.. 64 000 px big textures. Then you use like 0.5px Texture Displacement in Corona (and prepare all 128GB to be spent on one wall), but... you'll get that result :- ).
https://www.friendlyshade.com/collections#bricks


20
Fastest way is importing FBX files from Rhino3D :- )

21
Self-bumping up :- ) ? Heh it was so common back in day when most images were posted in Facebook Groups. Man I hated those groups.. such a rat race.

That's why I like Behance, you just post the work and let it live. Unfortunately, looks like buying likes&comments came to it as well, often very obvious for some countries (the same one who buy those fake likes on Instagram and else).

Anyway, someone selling LinkedIn likes ;- )?

22
thanks Aram, good to hear!

23
Now that almost 80perc. of my materials feature Randomizer and Triplanar, often both in row, that is not nice news. I did want better representation in viewport (just by taking any bitmap in chain), but if it's causing  performance issues now : /

24
Gallery / Re: Olivero House
« on: 2024-01-18, 10:35:00 »
Very smooth and clean! It's simple scene, but has no weak points so it works super well. Pleasure to look at.

25
But this is not bug-reporting thread :- ). My Max/Corona is super-sluggish and I am still on Corona10.

This thread gave me more ideas to test certain scenarios I didn't pay attention to before, mainly:

1) Show all viewports performance
2) Alt-tab in & out

That's on top of few I listed myself on first page.

I mean working in Max has been pain for past few years, I need to figure out what everything causes downgrade. Lot of it is Corona related on Materials in Viewport.

(To be truly off-topic, I would start how damn slow latest Photoshop is! What's up with that).

26
In my personal experience, running file-server with 10gbit and SSDs on it for years, it was still sluggish. The reason was perhaps some inherent latency to standard network protocol, or perhaps 3dsMax introduces some additional latency when dealing with network locations, hard to know, not in my skill to investigate what is the actual bottleneck.

But local storage on workstation is indeed much more responsive in all aspects of work. For studio work though, this means synchronizing storage across multiple workstations and there are some easy real-time sync tools (like FreeFileSync), it introduces another level of complexity to fuck something up :- ). And of course, certain tools like standard Connecter don't like it (hence why they introduced SQL-based paid-tier).

My textures never even go below 4K (for 1m2) but usually are larger (8K), and I never really tested the impact on fluidness. Worth looking into it, but not sure what could be done about that, I need high-res textures. There was some proxy-tool for textures I think.

27
Interesting report, I am glad I didn't move to 2024 yet. I am really looking towards color management, but if this is the current state between Max CC and Corona.. that's not good.
Hopefully this can help with more research and fixing by team.

2James: Max 2024 CC (to manage input/output, effectively just adds CC on top of basic Gamma 2.2. only), Corona's internal rendering Color Space (hidden within Devel/Debug settings) and ACES OT tonemapper are 3 completely unrelated things right now. They don't relate, or connect in any way. The ACES OT has nothing to even do with ACES color pipeline, it's just unrelated tonemapper.
And every possible combination (however weird, like sRGB input, AdobeRGB rendering space, ACEScg Output, etc..) should nonetheless produce fully stable, always identical result.

Corona has also never been rendering anything in basic sRGB (Vray was though, since Vlado had some strange argument with it..), it had this weird generic "WideGamut" color-space, which can now in DevelDebug change to either more industry-common standard AdobeRGB or ACEScg, neither will produce much different outputs. It's just different arbitrary limit to what space the calculations will run in.

Max 2024 CC will be most beneficial for correctly displaying colors on high-end displays, like in DCI-P3 (which all modern HDR supporting monitors offers, market-wide it defeating AdobeRGB, mainly because of Apple's support behind), offering seamless colors between Max and Photoshop (or other post-application). Right now you either downgrade your monitor colors to prehistoric sRGB, or Max will show wildly different colors than CC-managed app like Photoshop (hence 100 threads "why is my framebuffer different then image I opened in PS").

28
Work in Progress/Tests / Re: Juraj's Renderings thread
« on: 2024-01-10, 08:28:52 »
In this case yes, it's fully closed (the foreground shows shadowed side towards camera but also some light bounce).
But I also have some sets which are open (sometimes even without ceiling).

This case is just Sun&Sky for the majority of natural light (coming from windows), and then there are I think two big "soft-boxes" (some CoronaLight set to rectangle) on each side (to left and to right) to create more fill and more direction.

The second scenario is usually lit by HDRi that imitates some studio setup (like big industrial hall).

29
Gallery / Re: East Sussex England Georgian Manor House
« on: 2024-01-04, 13:09:01 »
The CGI gardening aspect is always flawless, must take tremendous effort making it so detailed and yet seamless. Fantastic job on that!

30
Work in Progress/Tests / Re: Juraj's Renderings thread
« on: 2023-12-13, 09:59:51 »
Full agree! Absolutely my words. Now we can focus on creative parts and not struggle with technical drudgery where not strictly necessary. It can really become a good tool.
It will be interesting how it will transform the field. In both good and bad ways at same time. But for now, I am mildly positive, even cheerful, less afraid of change.

After all, most of my issues this year were from clients and their financial situation due to downturn in many markets, hardly from AI or anything like that.

Not sure what and how much I can post here without this becoming AI playground, but I do have an example of some beautiful wrinkled cotton sheets :- ). I also don't really want to focus on the AI aspect alone, I like what it can do for my images, but they're still my images, my work, not AI's.
But maybe next I will experiment with heavier use.

Hi Juraj,

Very impressed with the result; the characters look incredibly lifelike, aside from some details that AI still struggles with, like hands and feet. But that's a minor point; the leap in quality from 100% AXYZ to the AI/AXYZ hybrid is huge.

Like you, I've always been (and still am) wary of anything related to AI, but, as you mentioned, it's interesting to learn how to use it, as long as it remains a tool in service of our creativity and not the other way around. I would be curious to learn more about your workflow if you're willing. I appreciate your mindset and the fact that you share your passion.

The motion blurred hand on walking woman is bit of my fumbling in photoshop. I was already lazy and tired and noticed it last minute before exporting to web. I think I will still fix that as otherwise I found the hand and feet almost excellent this time.
But motion blur & depth of field are things that are definitely among those confusing to AI and my source walking woman was motion blurred.

No tutorial for this, apparently there are already too many on youtube :- )

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