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echi I see you updating your YouTube channel, good stuff keep it coming brother
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# ? Feb 19, 2024 17:42 |
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# ? May 11, 2024 16:13 |
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thanks . the videos are too big for any other service. i’m making another now and the water looks juicy but the geometry might be very hosed upSongbearer posted:Experimenting with a render farm for my animation and got the test renders for a good 1080p with just enough denoising to not make it cost a bomb and I'm so hype for how well these turned out 10 mins a frame seems long. wonder if that money would go better into a video card? like if you don’t mind me asking what are your render settings? samples? res? I’ve spent a lot of time over the years min/maxing settings to get it to speed up and or give better results smoke/cloud was the one thing that was consistently incredibly, almost unusably slow to render
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# ? Feb 19, 2024 19:23 |
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I have a 3080ti currently and an issue I kept running into was the card running out of memory, even with the scene rendered in a shaded view, so the times given was with CPU only. Bizzarely switching the viewport to wireframe lets it render normally now so I'm getting 5 minutes to a frame which is a little bit more bareable. Scene is: Res: 1920 x 1080 FPS: 30 Frame Range: 11 - 15000 (so a little less than 15000) Samples: 64 Noise Threshold: 0.0100 (Adjusting this is something that will help but it's a hard balancing act, I don't want to lose too much detail because Youtube will crush it even further) Light Paths Max Bounces: 12 Diffuse: 4 Glossy: 4 Transmission: 12 Volume: 0 Transparent: 250 (High due to the amount of transparent grass/bush/tree/glass in the scene, it goes bad at lower levels) Caustics: None Volumes Step Rate Render: 5.00 Max Steps: 64 Simplify On: Max Subdivisions: 4 Child Particles: 1.000 Tex Limit: 2048 Culling: Camera culling on 0.10
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# ? Feb 19, 2024 21:00 |
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Jenny Agutter posted:echi I see you updating your YouTube channel, good stuff keep it coming brother https://www.youtube.com/watch?v=sOwL45Ky60E this is it I can't get the ocean modifier to do what I want it to do so don't look too closely
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# ? Feb 19, 2024 21:35 |
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Songbearer posted:I have a 3080ti currently and an issue I kept running into was the card running out of memory, even with the scene rendered in a shaded view, so the times given was with CPU only. Bizzarely switching the viewport to wireframe lets it render normally now so I'm getting 5 minutes to a frame which is a little bit more bareable. yeah those are pretty modest. defo need to figure out a way to reduce the memory footprint. although I wouldn't know how to do that. does blender have a tool to break down what in a scene takes up all the memory?
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# ? Feb 19, 2024 21:36 |
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you sjould make those transparent foliages into just geometry if you don’t have too many unique models, those transparency passes will kill you
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# ? Feb 19, 2024 22:10 |
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https://www.youtube.com/watch?v=6Aji57eB1MY
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# ? Feb 19, 2024 22:12 |
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If it turns out that you're a little short on memory, you could probably drop the resolution of some textures and check if you have unnecessarily massive meshes. I wonder, does RAM use under CPU rendering match how much VRAM the scene takes? If it does, you could check how much you come short and if you can make it fit. If you do, it'll be many times faster on the GPU.
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# ? Feb 20, 2024 01:46 |
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not if he has a 128 core new threadripper
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# ? Feb 20, 2024 02:00 |
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fart simpson posted:not if he has a 128 core new threadripper Hardware raytracing go brr
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# ? Feb 20, 2024 02:30 |
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Elukka posted:I dunno if the scores are directly comparable but on the Blender benchmark site a $10k Threadripper Pro has a score of 2591 whereas a 3080 TI does 5431. but the threadripper can enable more features and access as much ram as u want
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# ? Feb 20, 2024 02:34 |
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fart simpson posted:but the threadripper can enable more features and access as much ram as u want
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# ? Feb 20, 2024 02:38 |
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I use both
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# ? Feb 20, 2024 02:56 |
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Jenny Agutter posted:you sjould make those transparent foliages into just geometry if you don’t have too many unique models, those transparency passes will kill you Yeah I'm gonna give this a shot - I think I'm shooting myself in the foot with the amount of foliage on top of the particle effects I'm using and I could probably get away with using impostor trees in the far distance too Now I am literally cutting grass for this drat project it is not Thrilling
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# ? Feb 20, 2024 04:35 |
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Songbearer posted:Yeah I'm gonna give this a shot - I think I'm shooting myself in the foot with the amount of foliage on top of the particle effects I'm using and I could probably get away with using impostor trees in the far distance too yah if those trees are all "real" then you probably wanna be using proxies or whatever
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# ? Feb 20, 2024 04:36 |
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echinopsis posted:woah I'm rendering a 4k animation and when I output I always output the composited png ready to animation, but also export the raw render as an exr, so that I could fix the post processing if I needed to these are 2 recent projects... the one on the left is 35 seconds total, the one on the right, the final animation was 65 seconds long lol 90% of this is just fully stacked exrs and they're all 1080p, not even 4k, I only upscale to 4k once after the edit is exported. animation is a bitch. i hope it was ok to post this.... i didnt use blender :/
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# ? Feb 21, 2024 22:21 |
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it’s yospos,
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# ? Feb 22, 2024 00:37 |
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only 3% of posts here are on topic
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# ? Feb 22, 2024 00:38 |
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cubicle gangster posted:these are 2 recent projects... the one on the left is 35 seconds total, the one on the right, the final animation was 65 seconds long lol that’s a lotta fuckin data wish it had a compressed version canon now does compressed raw and I do believe it’s a tiny amount lossy but no normal person can tell the difference
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# ? Feb 22, 2024 00:39 |
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Enabling culling on all my objects and the camera massively improved render times, more finagling to follow to get the best I can get
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# ? Feb 22, 2024 00:42 |
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re-simulating a scene from ages ago. because I have little imagination to do something new but rendering at higher simulation resolution. each subframe takes 45 seconds or so to calculate and thewre are 24 per frame and as the sim goes on each frame takes longer as there is more water her'e a single frame it'll look sweet when it's moving. since the sim takes sooo long to do, prolly worth doing a long smooth render too
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# ? Feb 22, 2024 20:03 |
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no doubt about it, I need a threadripper e: just shy of 10k nzd nbd echinopsis fucked around with this message at 20:12 on Feb 22, 2024 |
# ? Feb 22, 2024 20:08 |
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echinopsis posted:no doubt about it, I need a threadripper if we all chip in together you can easily buy me one
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# ? Feb 22, 2024 20:26 |
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I spent a good chunk last light trying to improve the topology on my space shuttle but I think i only made it worse
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# ? Feb 23, 2024 00:21 |
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hell yeah that’s what I am talking about
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# ? Feb 23, 2024 01:25 |
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so the sim im using is flip fluids which I bought a while back so it’s not the built in fluid sim just have to say it’s one of the best pieces of software i’ve ever used i’ve used many many many softwares over my life, and ya just know when something is made by people who get it everything in their menus makes sense, everything has good tooltips. you can turn on documentation in the settings so it gives you links to what each setting does in that window. anything you’d want to do is right there, and things that are uncommon are in advanced menus it’ll let you run the sim in the console so it doesn’t tie up blender at all. it recovers from stopped and halted sims flawlessly. haven’t had it crash since earlier versions the side menu that you use to add domains or whatever is also so well thought out. it makes what could be very complex into something not complex at all anyway just some praise for some extremely good software - coz as you know most is dogshit (i’m looking at you adobe)
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# ? Feb 23, 2024 01:45 |
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single threaded though :/
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# ? Feb 23, 2024 02:08 |
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Jenny Agutter posted:single threaded though :/ Distributing computation over multiple systems and CPUs is not supported in the FLIP Fluids simulator. The simulator is multi-threaded, but the FLIP simulation is not highly parallelizable and is often not able to benefit from distributed computation. There are methods to allow for distributed computing using the FLIP method, but have limited use and is outside of the scope of the FLIP Fluids project. Simulations large enough to benefit from distributed computing are likely too large to be displayed and rendered in Blender. which sucks
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# ? Feb 23, 2024 02:55 |
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kinda makes sense. i think theres only so much parallel you can do because everything depends on the results of everything else
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# ? Feb 23, 2024 03:20 |
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That quote says it's multi threaded, you just can't distribute it over multiple cpu's/machines, which is true for PHX & Houdini too. Turn off hyper threading, fluid simulations hate fake cores.
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# ? Feb 23, 2024 06:53 |
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holky crap blender 4.1 added a bake node
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# ? Feb 23, 2024 08:47 |
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fart simpson posted:holky crap blender 4.1 added a bake node EXCUSE ME
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# ? Feb 23, 2024 08:59 |
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Bluemillion posted:EXCUSE ME this is a post from the alpha but it still works like this. you drop it into your node tree and press the bake button and it will bake everything before that in the tree so you can do a bunch of slow crap in the earlier part of the node tree, save it, then do other operations after that and change them without recalculating everything. supports animations too https://twitter.com/lopoisaac/status/1737361299514761474
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# ? Feb 23, 2024 09:02 |
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fart simpson posted:this is a post from the alpha but it still works like this. you drop it into your node tree and press the bake button and it will bake everything before that in the tree so you can do a bunch of slow crap in the earlier part of the node tree, save it, then do other operations after that and change them without recalculating everything. supports animations too Is SO good.
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# ? Feb 23, 2024 09:03 |
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cubicle gangster posted:That quote says it's multi threaded, you just can't distribute it over multiple cpu's/machines, which is true for PHX & Houdini too. is that something you can do per app? or have to do it in bios /whatwver tbh i’ve never hosed with it
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# ? Feb 23, 2024 09:03 |
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I've seriously got to get back in the game over the summer. College has me busy learning basically the entire Adobe suite.
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# ? Feb 23, 2024 09:05 |
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Bluemillion posted:Is SO good. i havent used houdini much at all but it looks similar to how houdini works. lets those nerds do way more complex calculations and still have a p deece 6.5 figgies of performance
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# ? Feb 23, 2024 10:18 |
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hey blenderers, maybe this is a total noob question but I’m having trouble finding an answer that works with the current version of blender. (also it sucks that searching for blender stuff often digs up stackexchange posts from 10 years ago that aren’t relevant) so I’m learning how to clean up topology and straighten up vertices using eg. constrained scaling and the looptools plugin. that’s fine if I want to do a straight line but what I really want to be able to do is draw a nice smooth bezier curve and snap vertices to it. idk if that’s something people do, or if there’s a better way to align verts on a curve. what am I missing
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# ? Feb 23, 2024 18:42 |
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I can’t think of a way to nudge verts like that. are you extremely memory constrained or something? just use a knife project to get smooth vertex curves on a surface
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# ? Feb 23, 2024 19:49 |
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# ? May 11, 2024 16:13 |
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yeah I guess maybe I’m describing it wrong. but also, I’m not exactly memory constrained but I am going for a low poly aesthetic.
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# ? Feb 23, 2024 19:53 |