Announcing Cinema 4D R20

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  1 Week Ago
Originally Posted by E2GO: Well... almost. Could be great to keep those holes and details.
Ok, it has demo limitations. If you will to use lower voxel size (and poly adapt values - low poly model), you will get nice results.
 
  1 Week Ago
What do you mean by "demo limitations" ?
 
  1 Week Ago
Originally Posted by Bullit: What do you mean by "demo limitations" ?
Remo SV demo version generates spline text which contains word "DEMO" if i down to 5 cm of size. That's all
 
  1 Week Ago
Just wondering, small team of developers are making a wonderful tool!!!
Maxon, great job!
 
  2 Days Ago
Was watching Rick's demo of Multi-instances for MoGraph here
https://www.cineversity.com/vidplay...multi-instances

At the end he talks about the main limitations that the render speed-ups don't apply to animations or object deformations (essentially). I haven't found any SIGGRAPH demos on this topic but there probably is one somewhere. My questions are:

1) Seems like the main benefit is when you're using MoGraph tools to create single frame scenes  (not unimportant), but it's not of benefit when watching an animation, whether 15 frames or 15,000. True?

2) Is the above limitation something that will go away only when the available hardware is far more powerful than it currently is? Or might there be a software solution too, something that might allow a big breakthrough to happen sooner?

Seeing the recent octane "future demos" got me thinking about this, whether it might be possible to animate very complex scenes using a combination of something like Vectron and new GPUs — i.e. a new MAXON algorithm that would allow very complex arrangements and movement of C4D objects to be represented in a way that is mathematically attainable for a high-powered GPU to crunch through, without much loss in quality. Obviously there's no pie in the sky, we'll probably always need to turn off reflections, shadows, SSS and stuff like that when animating a complex scenes in the viewport. But even getting to the level of showing the more or less finished geometry in the scene, with their base materials and lighting active, would be a pretty big deal. 

I don't know maybe this would have to happen — if we're talking about Vectron-like algorithms — at the level of how you model things, not at the object manager level so much. IOW the big advance will have to be the ability to create very complex and detailed shapes / scenes  in a way that is mathematically far less taxing to GPUs and/or CPUs than what we see currently with 3D apps. Not a coder (obviously) but seems like exciting times on the horizon. Maybe we finally get past some of these barriers soon, greatly reducing slow-downs and "wait to watch" scenarios when creating stuff.

Last edited by Blinny : 2 Days Ago at 05:56 PM.
 
  2 Days Ago
Re: Multi instances, from what I understand they're more like render instances in that you cannot individually deform them, but you can certainly use them in a camera animation or have them animated (provided they all do the same thing, only their position and rotation is different).

It's like one single object cloned on one single cloud point, instead of multiple individual points.
 
  1 Day Ago
I did a little test thing with multi-instances: https://vimeo.com/284220712
Animation was no problem at all. Prep time for render was minimal. About 300,000 clones, I think it was about 2 mins a frame for this (all in standard render).
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  1 Day Ago
Originally Posted by simonfarussell: I did a little test thing with multi-instances: https://vimeo.com/284220712
Animation was no problem at all. Prep time for render was minimal. About 300,000 clones, I think it was about 2 mins a frame for this (all in standard render).

Nice thanks for taking the time to test that out, but I'm still unclear on something. So thinking back to when you were setting up the 300,000 clones in the scene and setting up the animation... the question is when you tested that, did multi-instances allow you to preview your camera animation in the viewport much more easily than without, or was it only helpful when panning around and previewing within a single frame?
 
  1 Day Ago
You can set the multi-instance clones to be drawn in the viewport as either geometry, matrix, bounding box or points. In point mode playback was smooth, in bounding box I think it was about 0.5 fps and barely moved in the other drawing modes. 
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  15 Hours Ago
Any improvements  on Team Render  for R20 that seems to give several troubles to users?
 
  7 Hours Ago
Originally Posted by simonfarussell: You can set the multi-instance clones to be drawn in the viewport as either geometry, matrix, bounding box or points. In point mode playback was smooth, in bounding box I think it was about 0.5 fps and barely moved in the other drawing modes. 

OK that was my guess. This strictly  improves panning-and-previewing any single frame of a object-heavy scene. Not that that's bad.

Obviously still a long ways to go on the viewport/object management front.

Going forward, given that we got the nodal materials system many people were asking for this release, further advances in viewport performance (including animation previews) should be everyone's #1 request, unless you're heavily dependent on UV tools / are in that camp, then the viewport should be next on the list IMO.
 
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