MEC4D's celebration ( with freebies ) [commercial]

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  • MEC4DMEC4D Posts: 5,249

    That looks clean, some drivers like the display driver other than nvidia are needed in case it feels or you have on board graphic driver as many Gigabytes MOBOS have 

    I have my windows on portable SSD so many time I switch from one system to another , a lot things accumulated over years from different systems  but it is clean now 

    this is what i have, this PC less than a year old, on my other Win7 one it was a huge list

    yeah don't know about those others, may need to look into it

     

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,591
    MEC4D said:

    That looks clean, some drivers like the display driver other than nvidia are needed in case it feels or you have on board graphic driver as many Gigabytes MOBOS have 

    I have my windows on portable SSD so many time I switch from one system to another , a lot things accumulated over years from different systems  but it is clean now 

    this is what i have, this PC less than a year old, on my other Win7 one it was a huge list

    yeah don't know about those others, may need to look into it

     

    well as i said fairly new and recently cleared

    my old PC I had something like 20GB of space I got back with it

  • MEC4DMEC4D Posts: 5,249

    Nice recovery of space ! 

    MEC4D said:

    That looks clean, some drivers like the display driver other than nvidia are needed in case it feels or you have on board graphic driver as many Gigabytes MOBOS have 

    I have my windows on portable SSD so many time I switch from one system to another , a lot things accumulated over years from different systems  but it is clean now 

    this is what i have, this PC less than a year old, on my other Win7 one it was a huge list

    yeah don't know about those others, may need to look into it

     

    well as i said fairly new and recently cleared

    my old PC I had something like 20GB of space I got back with it

     

  • fastbike1fastbike1 Posts: 4,078
    edited August 2020

    FWIW, I'm running Beta 4.12.2.6 and Public Release 4.12.1.117 with an RTX 2080 Super and Nvidia driver 445.87 without any issues. i note that my GPU temperatures are 5 - 10 degrees C cooler than a 980TI on Win 7 with the same Studio version and nvidia driver. FWIW the design operating temp of the GTX 9XX and 10XX was 80 C. the driver would/will typically overlock the cars until they hit 80C and then back off to keep temperature below 80. I don't render all day long like some, but I didn't have any issues w/ the 980TI and bought it when it was new. It's still doing duty w/ my daughter.

    @MEC4D

    BTW Cath, from the looks of your new renders, you certainly haven't lost your touch with shaders. The early peeks make that set a insta-buy for me.

    Post edited by fastbike1 on
  • barbultbarbult Posts: 24,855

    @MEC4D do you have the right version of EVGA Precision X for your generation GPU? I don't think the newer versions work with older GPUs. I know I had to stick with an old version for my 980 Ti and couldn't update to the later Precision X1 release, because it is for GTX 10 series and RTX cards only.

  • MEC4DMEC4D Posts: 5,249

    The older series was designed to run max at 83C but that is for games , Titan X was not made for games but most for rendering and deep learning , my water cooled never run hoter than 57C no matter 10 min or half hour

    I fixed the driver issues on my system for my liking so I can render safe now , in the begining when I use the first Titan X with fan it was around 70C , they doing great job regarding power consumption as well for rendering , the most info you find is from game users so for us it matter less here as that is complete different area of usage .

    My Hybrid Titans X are the overlooked versions but still runing only at 57-60 C Max for rendering , the one that are only water cooled with old standard bios around 48C on max load . 

    When I work on shaders I have running the cards for hours sometimes until I am happy with the visual asspect , as creating texture maps that works in all softwares not always give you the result in DS as you may expected and the worse displacement maps , never the same on organic model and non organic , actually works best on organic models. 

    Yesterday I was working on a test 3D scan ground , it was crazy  to get it work , similar to Megascans shaders as most of you may see , I checked many softwares without issue but DS displacement and iray was just not wotking without freaky settings that made no sense . Vector displacements not working anymore the way it should just converted to regular displacement . The issue may be the main DS iray shader , we missing a lot of oportunity here , I can go with HD but nobody will render it outside DS . I will shiw some example in a sec .

    Thanks !

    fastbike1 said:

    FWIW, I'm running Beta 4.12.2.6 and Public Release 4.12.1.117 with an RTX 2080 Super and Nvidia driver 445.87 without any issues. i note that my GPU temperatures are 5 - 10 degrees C cooler than a 980TI on Win 7 with the same Studio version and nvidia driver. FWIW the design operating temp of the GTX 9XX and 10XX was 80 C. the driver would/will typically overlock the cars until they hit 80C and then back off to keep temperature below 80. I don't render all day long like some, but I didn't have any issues w/ the 980TI and bought it when it was new. It's still doing duty w/ my daughter.

    @MEC4D

    BTW Cath, from the looks of your new renders, you certainly haven't lost your touch with shaders. The early peeks make that set a insta-buy for me.

     

  • MEC4DMEC4D Posts: 5,249

    Yes I found it, it is the Precision X 16 , I removed the Precision X 1 it don't works and is risky  , they said it works with all cards now , but it don't 100%

    my Precision X 16 works perfect now, loading on start up. keeping everything as I set it up , no issues , cards run cool and smooth .

    barbult said:

    @MEC4D do you have the right version of EVGA Precision X for your generation GPU? I don't think the newer versions work with older GPUs. I know I had to stick with an old version for my 980 Ti and couldn't update to the later Precision X1 release, because it is for GTX 10 series and RTX cards only.

     

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,591

    mmm HD ground is an interesting idea all the same

    geometry uses less resources in iray apparently than textures, was a comparison between HD morphs and normal maps in one thread that showed this

    so some seamless HD ground planes that can be instanced could be a great product and people can always export the subdivided mesh if they wished to render it elsewhere too

  • MEC4DMEC4D Posts: 5,249

    What I work on a side are PBR shaders , that can transfer simple geometry into more dimensional effect, and maps can be used outside DS as well so not limited to one program , you can use maps in 3D painting software and make great sets without any mesh export , other way I would create just the mesh , but sadly it can't be wrapped on a wall of your set it would be static prop and huge

    below some bad example of the shader , it is in early stadium and a lot stuff that need to be adjusted , it render in seconds , I want to upgrade future shaders to next level for beautiful effects in a seconds, so you can add different layers just by clicking , add some woods, add some stones, water and other elements to the ground layers for your own unique look , modern maps powering everything today 

    and if the maps are dimensional you see less tiling as object change from far to close and angles 

    the future 3D scans will be around 6x6 ft before they start to tile , the test is just 1x1 ft , all info and maps will be based on 3D scan ( without the actual mesh in the end ) 

    I don't want to spoil my idea right now, but when I am ready , you will get what I mean in less complicated explanations , it will be as easy as click of the button for the end user .

    in short you have for example 4 shaders that you will mix and get total new and unique look as nobody else , you will have option to repose the elements where you want them , then you can save it as scene assets for next usage .

    mmm HD ground is an interesting idea all the same

    geometry uses less resources in iray apparently than textures, was a comparison between HD morphs and normal maps in one thread that showed this

    so some seamless HD ground planes that can be instanced could be a great product and people can always export the subdivided mesh if they wished to render it elsewhere too

     

    MEC4D_SCANS1_mode_shader-tile-plane-ground.jpg
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    MEC4D_SCANS1_mode_TEST-ALL.jpg
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  • JerifeJerife Posts: 272

    Welcome back Cath!

    So glad to hear about you and your new family. Congratulations.  I am delighted to know you are finishing your wood textures which I am waiting since you showed the thumbs long time ago.

    I'm eager for Nefertiti too and can image how New York HDRI's without people and cars could be; Awesome. Clever move you did there, bravo!

  • MEC4DMEC4D Posts: 5,249

    Thank you so much ! finally my workstation works without major issues so I can finish it and more to come .. excited ! 

    Jerife said:

    Welcome back Cath!

    So glad to hear about you and your new family. Congratulations.  I am delighted to know you are finishing your wood textures which I am waiting since you showed the thumbs long time ago.

    I'm eager for Nefertiti too and can image how New York HDRI's without people and cars could be; Awesome. Clever move you did there, bravo!

     

  • MEC4DMEC4D Posts: 5,249
    edited August 2020

    Here is the follow to Wendy conversation about the 3D scans ground shaders that can be added to any ground planes plus additional effects layers , all raw low resolution tests only but the possibilities are endless with only 126MB for infinite tilling  , I populated the 19kb ground plane with the 3D plants on top of the shaders for the preview micro scene and render previews using my HDRI environment maps , no post work quick render .

    The snow effects are the smart layer shader on top of the base shader, the other mixed shaders together . Now I am waiting for the perfect cloudy day to 3D scan the actual grounds in high resolution and a lot of them from beach sands to complex forest grounds 

    GROUND0SHADER-raw preview_mec4d.net_2020.jpg
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    GROUND-1mixed media2-final4.jpg
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    GROUND-1mixed media2-final3.jpg
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    GROUND-1mixed media2-final2.jpg
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    GROUND-1mixed media2-final.jpg
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    Post edited by MEC4D on
  • WendyLuvsCatzWendyLuvsCatz Posts: 38,591

    looking good yes

  • RAMWolffRAMWolff Posts: 10,249

    WOW!  Impressive! 

  • MEC4DMEC4D Posts: 5,249

    Thanks Wendy and Richard,

    to make clear once and for all about displacement maps in DS iray, it accepts all kinds of maps but the settings need to be altered for different types and that can create some  major confusion sometimes, however seems now to make sense .

    I saw a lot of post especially from Poser users or from other softwares like C4D that wanted to use displacements that where not middle gray but did not quiet working the same way, the big mystery was setting the minimum displacement to 0.0 so the program know the ground zero is black as a base for the displacement , works great on a ground planes as it don't displace the level below the ground , that what you need. It will also work with organic models like figures and sphere but you can only add top details without any details of the depth . For that you have the Middle gray displacement that is best to use, but not on the ground plane as you don't want or need it. The middle gray displacement Minimum and Maximum need to always have the same value , if the minimum is -0.50 then the max should go to +0.50 always paired for the right balance .

    so next time you have black base displacement maps for terrain you know what to do, set the minimal displacement to 0.0 and go with the maximum displacement for your needs.There is no best or standard displacement map but only types,  and DS accept both types as well , Vector displacement need partial low resolution 3Dmodel to do it's magic , also minimal displacement set to 0.0 as it have always black base

    see picture for better look on what is happening with the maps 

    and you welcome .. wink

     

    displacement _in_Ds_mec4d.net_2020.jpg
    1200 x 800 - 131K
  • Are we going to see the product you are working on before Christmas laugh

  • MEC4DMEC4D Posts: 5,249

    That was my Sunday Funday time , I work  on many projects at the same time, multi-tasking , too much of the same can screw your view  lol

    Woods shaders are first of course , until next week I am not able to run in the bushes scanning grounds lol so for now it is 

    Are we going to see the product you are working on before Christmas laugh

     

  • MEC4DMEC4D Posts: 5,249

    Here some proper scalled previews of the Tiled ground shader , how nicely it blend with the HDRI enviorment , render in 21 sec with 2 cards

    now that is ...  back to the WOODS shaders now ..cheeky

    final-stones.jpg
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    final-stones6.jpg
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    shaders_wet-dry_mec4d.net_2020.jpg
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    final-stones7.jpg
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    Annotation 2020-08-10 160826.jpg
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    Annotation 2020-08-10 162642.jpg
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  • RAMWolffRAMWolff Posts: 10,249

    These are actual shaders and not actual geometries?  I'm not understanding how you can get a shader to give the effect of what I'm seeing here.  

  • MEC4DMEC4D Posts: 5,249
    edited August 2020

    No geometry Richard , only 19KB plane , the rest are shaders only  , all the stones, wood branches, beach wet sand , water is a shader on a plane . Hard to see the difference here when the 2 world mixed together and still low resolution . The full shader was I think 128MB since I use HDR maps not jpg or png for testing, also easy to pose models since you can see stones and stuff on the ground when you posing 

    RAMWolff said:

    These are actual shaders and not actual geometries?  I'm not understanding how you can get a shader to give the effect of what I'm seeing here.  

     

    Post edited by MEC4D on
  • RAMWolffRAMWolff Posts: 10,249

    A MAZE ING!  

  • MEC4DMEC4D Posts: 5,249

    And maps can be used in Poser as well  , I need to install my Poser version again when I have more time and see how it works there 

    RAMWolff said:

    A MAZE ING!  

     

  • RAMWolffRAMWolff Posts: 10,249

    That would be so lovely!  

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,591

    and Carrara 

    we have a plugin by Philemo for micro displacement too!

  • IvyIvy Posts: 7,165
    MEC4D said:

    No geometry Richard , only 19KB plane , the rest are shaders only  , all the stones, wood branches, beach wet sand , water is a shader on a plane . Hard to see the difference here when the 2 world mixed together and still low resolution . The full shader was I think 128MB since I use HDR maps not jpg or png for testing, also easy to pose models since you can see stones and stuff on the ground when you posing 

    RAMWolff said:

    These are actual shaders and not actual geometries?  I'm not understanding how you can get a shader to give the effect of what I'm seeing here.  

     

    very impressive I bet that its very light on gpu resources .. making it ideal for animation smiley

  • MEC4DMEC4D Posts: 5,249

    Definitely Wendy , I love Carrara , used long before DS that is where I first learned matte functions that I later made tutorial for DS

    and Carrara 

    we have a plugin by Philemo for micro displacement too!

     

  • MEC4DMEC4D Posts: 5,249

    Yes it is , and render so cool I made some tests with animation to see if works fine , just camera movements ,  23 sec per frame at 1920x1080

    the light shading is calculated faster than from mesh thanks to world space Normals on top of displacement , but the  Head lamp under camera need to be set on OFF and under Enviorment Ground Shadow OFF and everything move like a breeze . Ground shadows ON with big 3D surfaces models in the scene covering the ground slowing down everything to 79% in the viewport and so head lamp. Sometimes I forget myself thinking what's wrong with the system again .. then realized it was the ground shadows and head lamp again 

     

    Ivy said:
    MEC4D said:

    No geometry Richard , only 19KB plane , the rest are shaders only  , all the stones, wood branches, beach wet sand , water is a shader on a plane . Hard to see the difference here when the 2 world mixed together and still low resolution . The full shader was I think 128MB since I use HDR maps not jpg or png for testing, also easy to pose models since you can see stones and stuff on the ground when you posing 

    RAMWolff said:

    These are actual shaders and not actual geometries?  I'm not understanding how you can get a shader to give the effect of what I'm seeing here.  

     

    very impressive I bet that its very light on gpu resources .. making it ideal for animation smiley

     

  • KeryaKerya Posts: 10,943
    MEC4D said:

    And maps can be used in Poser as well  , I need to install my Poser version again when I have more time and see how it works there 

    RAMWolff said:

    A MAZE ING!  

     

     

    I am not sure which version of Poser you have ... but you do know that it doesn't belong to Smith Micro anymore? It moved to Bondware (Renderosity).

    If you have PoserPro2014Game Dev or Poser 11 / Poser 11 Pro, you will need the updated version, because the old SM license validation servers where shut down.

    You get it for free here: https://www.posersoftware.com/downloads

    The only problem is that your computer has to be online, the new version checks the license servers every 9 days to be sure it isn't an illegal version.

    PoserPro 2014 (not Game Dev) and lower will work fine.

  • MEC4DMEC4D Posts: 5,249

    Thanks, I just figured it out , and just installed and run the trial P11 for now ,  I have the PoserPro 2014

    I tested my HDRI and works fine with sun light and shadows ( not shadow catcher with superfly ), also checked the shader and works fine , I was surprised with rendering with GPU it was fast,  however it freezing when changing sometimes the material values so it got anoying . 

    Kerya said:
    MEC4D said:

    And maps can be used in Poser as well  , I need to install my Poser version again when I have more time and see how it works there 

    RAMWolff said:

    A MAZE ING!  

     

     

    I am not sure which version of Poser you have ... but you do know that it doesn't belong to Smith Micro anymore? It moved to Bondware (Renderosity).

    If you have PoserPro2014Game Dev or Poser 11 / Poser 11 Pro, you will need the updated version, because the old SM license validation servers where shut down.

    You get it for free here: https://www.posersoftware.com/downloads

    The only problem is that your computer has to be online, the new version checks the license servers every 9 days to be sure it isn't an illegal version.

    PoserPro 2014 (not Game Dev) and lower will work fine.

     

  • MEC4DMEC4D Posts: 5,249

    Richard, HDRI working just fine , not big or small, proper light and shadows  , shaders was working fine also 

    RAMWolff said:

    That would be so lovely!  

     

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