View Full Version : R10 GL problems
Hello
I've noticed in 10 that the interactive feedback is not working - unless I have the preferences panel open?? It may be the same under other circumstances but I just happened to notice that whenever preferences are open it behaves normally, when I close prefs, it behaves abnormally again. Demonstrated in the QT vid below:
PROBLEM (http://www.savbox.pwp.blueyonder.co.uk/posts/odd.mov)
Another thing, I noticed that in 9.6 Active Object Plane and Highlight Plane are available options, whereas in R10 they are not.
Same card and setup obviously - Dual 2.7 ghz PPC, OsX 10.4.8, 6.5Gb Ram, QT 7.1.3 just installed but same prob with previous version. Default graphics - ATI 9650 with 256mb ram. I am very confused about who should be providing the latest drivers for this card but according to the ATI about pane I have version 4.5.7 of the drivers installed.
Comparison of 9.6 (top) and 10 OGL settings.
http://www.savbox.pwp.blueyonder.co.uk/posts/c4d9.6.jpg
http://www.savbox.pwp.blueyonder.co.uk/posts/c4d10.jpg
Any help would be much appreciated as this is extremely debilitating to the old workflow :)
TIA
Boxy
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Well its odd, but the problem apparently occurs because I have the html Help pane set up as a tab behind the viewport...
http://www.savbox.pwp.blueyonder.co.uk/posts/help.jpg
The content browser is also there but has no effect on the problem, but if I click on the help tab then click back to the viewport, all works normally again. Any ideas why this should happen? Still have the missing OGL extension problems though, would love any feedback on these issues.
Thanks
Boxy
Newstream
11-11-2006, 04:30 PM
Hi Boxy,
When you activate EOGL in your preferences, it doesn't necessarily mean that you'll see any difference. You also need to activate EOGL & turn on shadows and / or transparency in the Display menu of the view-port in the file itself.
http://www.badtastic.com/misc/001.jpg
I recommend docking one of those anonymous, cogwheel icons in your UI that activates EOGL for the file you're actually working on because its color (blue=activated) at a mere glance, will give you an instant indicator if EOGL is on or not without having to open up that Display menu and check each time. It seems C4D doesn't "remember" this globally. So you probably need to activate it for each new file should you so desire.
http://www.badtastic.com/misc/03.jpg
Good luck.
/ Alex
bobzilla
11-11-2006, 05:41 PM
Well, on my Intel iMac with a Radeon X1600 the EOGL is aweful. I know there's been a lot of discussion about this on Macs. CGToolkit (which I'm not sure what that is or how to get it)
Still using the Demo, so not sure if the final app works any differently.
By aweful, I mean the viewport is just all screwed up. Ad green bar follows my cursor around and when I quit the program, an odd glitch still remains on my screen until I restart.
It seems C4D doesn't "remember" this globally.
You can use a new.c4d file to make this a default for new scenes.
Cheers
Björn
Newstream
11-11-2006, 06:42 PM
You can use a new.c4d file to make this a default for new scenes.
Cheers
Björn
Very true. (my bad)
/ Alex
Thanks Badtastic. Although that is very useful tip for the future, it is not EOGL that is the problem because my card doesn't support it. It is greyed out along with the aforementioned extensions which do work with the same card and R9.6. I don't know why the EOGL is ticked as though its active, that was not my intervention and as I say I can't do anything with the greyed out options. I did install the CG toolkit anyway but it hasn't enabled those options either and I have no idea if its done anything :)
Thanks
Boxy
LucentDreams
11-11-2006, 10:21 PM
try the smart window refresh and smart live selection options. this may eliminate the conflict between the help system and the viewport. if it doesn't my suggestion would be to use a collapsing window instead of a docked tab, so you collapse the help when you don't need it, and expand when you do.
OK thank you. Collapsing window is a good idea, and I guess I really don't need to have it on display if all else fails :)
Cheers
Boxy
imashination
11-12-2006, 11:53 AM
I'd just like to point out that the enhanced ogl inst just the shadows and reflections etc, in fact I'd argue they're the least important features. The enhanced ogl places more of the burden on the gfx card, shifting calculations away from the cpu. Take a landscape object and throw its divisions up to a million polys. the old ogl gives me 4fps, the new ogl gives 13fps, 3x faster :). Then there is the per-pixel illumination; for this just add a plane and a light source and slightly raise the light above the plane. What you will see as standard is per-poly illumination, basically you'll get this jagged horrible lighting across the surface, if you change it to the new ogl this will magically transform into a perfectly smooth surface
http://www.3dfluff.com/files/perpixel.jpg
Then there are the realtime shaders such as a Fresnel effect that actually shifts around the surface as it should, I believe noises are also compiled on the gfx card
willsud
11-12-2006, 02:03 PM
that's gorgeous Mash :)
many thanks
That does look nice, you are making me jealous, is there a card for a Dual 2.7 PPC AGP that supports these features? :)
Thanks
Boxy
My Ati X800 and nvidia 7800 both support this. But I think there are more cards (like 6600 ?)that support this. Unfortunatly not the omni shadows but the lighting and shader preview is so much better already that it's worth it I think.
odo
LucentDreams
11-12-2006, 10:14 PM
Then there are the realtime shaders such as a Fresnel effect that actually shifts around the surface as it should, I believe noises are also compiled on the gfx card
Not yet they aren't most graphics cards wouldn't be able to handle that burden yet sadly. Noises are converted to bitmaps, they should sitll look nicer, but the big hinderance is that noises wont' animate with animate preview in enhanced OGL.
Shaders that are supported are Gradient, Falloff,Fresnel (my favorite) Fusion (not the layer shader sadly) and any of the surface shaders that are not noise based (check brick etc)
One gradient based shader that isn't supported yet is the cel shader.
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