Search found 10 matches
- Wed Feb 03, 2016 9:58 pm
- Forum: Releases
- Topic: Version 3.00 - Alpha10.1 (30.04.2016)
- Replies: 403
- Views: 230090
Re: Version 3.00 - Alpha 3.1 (15.01.2016) - Preview version
Resolution is 29.6MV. I did clean run without any possible background software using opencl, that didn't help. Also tried reducing Parallel Samples. I have attached project file, maybe it would help to recognize what's the reason (test at frames 110-170 where are more volumes). For now, my problem ...
- Sat Jan 23, 2016 9:28 am
- Forum: Releases
- Topic: Version 3.00 - Alpha10.1 (30.04.2016)
- Replies: 403
- Views: 230090
Re: Version 3.00 - Alpha 3.1 (15.01.2016) - Preview version
@Nullifier:
I think you don't mind what happens to render speeds on smaller Step Lenghts. It makes smaller volume steps for dividing volumes and causes higher calculations. After some value your driver and Octane becomes unresponsive due high calculation. There is a TDR topic how to increase this ...
I think you don't mind what happens to render speeds on smaller Step Lenghts. It makes smaller volume steps for dividing volumes and causes higher calculations. After some value your driver and Octane becomes unresponsive due high calculation. There is a TDR topic how to increase this ...
- Thu Jan 21, 2016 9:31 pm
- Forum: Releases
- Topic: Version 3.00 - Alpha10.1 (30.04.2016)
- Replies: 403
- Views: 230090
Re: Version 3.00 - Alpha 3.1 (15.01.2016) - Preview version
@Nullifier:
I think you don't mind what happens to render speeds on smaller Step Lenghts. It makes smaller volume steps for dividing volumes and causes higher calculations. After some value your driver and Octane becomes unresponsive due high calculation. There is a TDR topic how to increase this ...
I think you don't mind what happens to render speeds on smaller Step Lenghts. It makes smaller volume steps for dividing volumes and causes higher calculations. After some value your driver and Octane becomes unresponsive due high calculation. There is a TDR topic how to increase this ...
- Tue Jan 19, 2016 10:12 pm
- Forum: Releases
- Topic: Version 3.00 - Alpha10.1 (30.04.2016)
- Replies: 403
- Views: 230090
Re: Version 3.00 - Alpha 3.1 (15.01.2016) - Preview version
UPD: Seems that issue is gone when I use my SSD drive instead of Hard Drive for TFD cache.
UPD 2: Issue is back, can't find any workarounds. Constant freezes, display driver errors.
I've got an issue. When I use low "Volume step length" settings, like 0.05-0.3, and try to render TFD simulations ...
UPD 2: Issue is back, can't find any workarounds. Constant freezes, display driver errors.
I've got an issue. When I use low "Volume step length" settings, like 0.05-0.3, and try to render TFD simulations ...
- Thu Jan 08, 2015 1:02 am
- Forum: User requests
- Topic: ******* Wishlist and feedback topic ********
- Replies: 341
- Views: 190625
Re: ******* Wishlist and feedback topic ********
MoGraph nested layers and Turbulence FD support is much awaited here! Thank you for your hard work aoktar.
- Tue Dec 30, 2014 10:16 pm
- Forum: M is for Metaverse Gallery
- Topic: Morning Coffee
- Replies: 9
- Views: 3809
Re: Morning Coffee
It's just a random texture of coffee with normal map generated from nDO, and simple specular map drawn above black spots. Also, slight sculpting on the mesh to give visual volume for foam.jate wrote:What did you do for the foam in the coffee?
- Tue Dec 30, 2014 5:12 pm
- Forum: M is for Metaverse Gallery
- Topic: Morning Coffee
- Replies: 9
- Views: 3809
Re: Morning Coffee
Yes possible.
A trick to illuminate and detect noise sources: Everytimes use clay modes and different scenarios to see differents. Check different materials and light sources to found better ways. Also a reflective material can cause strange noises. Check materials and try with diffuse type to test ...
A trick to illuminate and detect noise sources: Everytimes use clay modes and different scenarios to see differents. Check different materials and light sources to found better ways. Also a reflective material can cause strange noises. Check materials and try with diffuse type to test ...
- Tue Dec 30, 2014 4:47 pm
- Forum: M is for Metaverse Gallery
- Topic: Morning Coffee
- Replies: 9
- Views: 3809
Re: Morning Coffee
I don't think that time seems too long. He's only using a single card and heavy DOF takes a long ass time to become this clear at larger resolutions.
don't agree. Surely has weaker gpu and big res, anyway it should be possible to get much lower times. I say that because i can do it some appropiate ...
don't agree. Surely has weaker gpu and big res, anyway it should be possible to get much lower times. I say that because i can do it some appropiate ...
- Tue Dec 30, 2014 1:41 pm
- Forum: M is for Metaverse Gallery
- Topic: Morning Coffee
- Replies: 9
- Views: 3809
Re: Morning Coffee
Nice but too long render time. Try to use coherent ratio, gi_clamp, causticblur=1, etc.. it should clean much faster
Thanks aoktar. I used coherent ratio=0.3, and others by default. I'll try to play with them next time. Also gpu was set on use Priority, so maybe it wasn't going for its max ...
Thanks aoktar. I used coherent ratio=0.3, and others by default. I'll try to play with them next time. Also gpu was set on use Priority, so maybe it wasn't going for its max ...
- Tue Dec 30, 2014 1:23 pm
- Forum: M is for Metaverse Gallery
- Topic: Morning Coffee
- Replies: 9
- Views: 3809
Morning Coffee
Go and get your cup of coffee now.
Made using Cinema 4D, Turbulence FD for smoke (separate pass), Photoshop for texturing and compositing (no color correction was done on the main image at all), UVLayout for bean texturing process.
GTX 760 - 2 hours 30 minutes. Pathtracing still leaves a little ...
Made using Cinema 4D, Turbulence FD for smoke (separate pass), Photoshop for texturing and compositing (no color correction was done on the main image at all), UVLayout for bean texturing process.
GTX 760 - 2 hours 30 minutes. Pathtracing still leaves a little ...