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mtakerkart
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mtakerkart
Posted 10 Years Ago
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Last Active: 13 hours ago
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I don't think pros are looking the reallusion forum. I'm talking here at Montreal to pros working on video games; Iclone is like Imovie for Flame user.... I choose Iclone only for 2 things : Realtime and EZ way for CG because I'm alone to make movies (not game). But to come back to PBR texture did you see this ? http://vimeo.com/109465679The best EZ UI of the wolrd: Lumion 5 The worst market price of the world : Lumion 5 : 4316 $ !!!!!!!! it's a joke!!!!! But it's realtime.... I hope Iclone 6 will have the same realtime render engine..
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Sifr
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sw00000p (10/20/2014)
Node Based Texturing - Procedural Texturing - Substance Painter... etc.. Yields awesome results. Texture Baking to speed up the rendering process is clearly not thoroughly understood HERE. This topic is understood by the PRO'S • Bigboss • Sen and many other Pro Devs. Wish they had time to shed some light on this. Kind Regards, sw00000p Well, personally I consider myself Indie so I wouldn't expect to make your lil' list. But I will make a forum entry reply to shed light...... "ILLUMINATE!!!"(was itching to type that) I just so happen to be a pro at a few developments, with pro tools and skills as well. So from an Indie viewpoint, speaking on a pro perspective, PBR doesn't fake anything, lighting and shadow are derived from the actual lights in the scene in realtime. PBR does forreal what baked lights mimic, well virtually anyway. Did you even bother to view the videos or are you too proud to just admit that you don't know. Substance uses PBR shader algorithms, iClone can and as previously stated already will have PBR capability in iC6 if it utilizes Substances. Ok sw00000p, listen and learn, PBR uses algorithms to predict the exact look of physically based lighting models in the scene, basically wrapping a HDR IBL image of the actual scene onto the objects based to procedural texture parameters that you define from a library of shaders that already exist based on lighting models of the actual physical object, example: PBR wood shader = physical real world wood, or you can write your own shader using images and node based principles, catered more for creative artists, but in essence you're actually writing technical artist code under the hood i.e. C++/C#( I'm not really sure what code really I'm more a creative than a tech ). You as a creative define how the object deflects or absorbs the bouncing light photons to output real world physically based renders, hints the name PBR. There is really not much need for a tech artist at this point, or a need to thoroughly know best baking principles/practices, which is probably why most of what you spew is lost on the average joe, who more than likely is right hemisphere dependant .i.e. a creative artist. You speak tech artist lingo, it's not a bad thing, it's just becoming a bit outdated from a creative point of view. Nothing wrong with knowing how stuff works, traditional animation even has plenty technical aspects, that computer animation makes outdated. Not obsolete, but outdated, and not all, but some. Just as 3D scanning will eventually threaten the 3D modeler/texture creative artist relevancy. Hey stuff happens. That's why when you know a lot of "tech stuff" you can't take it for granted and just flaunt it in an assumed lesser knowledgeable persons face, be careful of whoever you so choose to disclose tech information to, especially if you have an idea, but don't know what you're really talking about, because the other person you are talking to may know what you are trying to say +1. Like PSD stated a few times already in the thread, which sadly for you again, concluded from your obtuse responses to his posts, was totally amiss on you. Here is a bone I usually charge royally for. Own your IP(Intellectual Property), patent your ideas, then flaunt it, especially if it involves tech lingo like you like to use, that way if someone uses it they have to pay you royally, i.e.royalties, license fees, ect. In the tech sector a lot of times if you need a tool or feature and can't find it anywhere, and you know you know your stuff, then youngman it's time to consult a patent attorney, file under machines and processes. But there is a work around for that called Nolo Press.
---------------------------------------------------------------------------------------------- Reallusion iClone & CC Pipeline --- Plugins: Iray HeadShot SkinGen. CrazyTalk Animator Pipeline, CrazyTalk, Maya LT, Daz, Substance Painter Indie, Substance Designer Indie, B2M Pro+ Substance Live, Sculptris, Wrap, Unity, UE4, Perception Neuron Ready SurfaceBook 2 Windows 11 Pro 64-bit Intel(R) Core(TM) i7-8650U CPU @ 1.90GHz -2.11 GHz 512GB Solid State Hard Drive 8GB RAM Nvidia GeForce 1050GTX Dell Alienware m18X R2 18.5" Custom Convertible Tablet Windows 8.1 Pro 64-bit Intel Core I7-3840QM 2.80GHz Quad Core 8 Thread 3.2GHz Turbo 512GB Solid State Hard Drive+1TB X2 RAID Disk Drive 32GB RAM Nvidia Geforce GTX 680m 2GB X2 SLI Custom Multi-touch. Dagi capacitive touch stylus Microsoft Surface Pro 2 10.1" Tablet Windows 10 64-bit Intel Core I5-4200U 1.60GHz 2.3GHz Turbo 128GB Solid State Hard Drive 4GB RAM HD 4000 Graphics Multi-touch Wacom Digitizer screen Surface Pen+Axiotron Studio Pen Asus Vivo Tab 8" Tablet Windows 10 32-bit Intel Atom Z-3740 1.33GHz Quad Core 32GB Solid State Hard Drive 2GB RAM HD 4000 Graphics Multi-touch Wacom Digitizer Wacom stylus.
Edited
10 Years Ago by
Sifr
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planetstardragon
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planetstardragon
Posted 10 Years Ago
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Group: Forum Members
Last Active: 2 Weeks Ago
Posts: 11.5K,
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Bingo, makes me happy to see people understand. Technology is changing so fast, that soon doing all those extra details will be automated. Look at what mixamo does to rigging, sure that's just skinning, but you don't really need much beyond basic skinning for iclone. in iclone, the idea is to present your ideas quickly and efficiently with the best technology possible. I can take YOUR hard work and character, call him "Jessi Because" - and own intellectual rights so whenever another company purchases your mesh, but calls him Jessi I collect royalties for the idea. Why do I have to worry about how many faces the character has and how perfectly it was assembled...that is not what I'd be leasing. This is an artists approach. It's simply a different world from what autodesk sets as a standard. - Autodesk is after hollywood loves my idea. So getting into all the excruciating details is not super important to me, it's nice to know, but I'll be happy with a few well made presets to get my idea across. swoop, in retrospect, you are talking about what I need to make a better canvas, and I'm talking about what i need to make a better painting. First thing I need, is to not have to chase a horse to cut it's tail to make a brush, then find the right wood and wrap the hairs on it correctly to spec, then hunt some deer and properly skin them to make the canvas, and seek out a variety of berries in bulk to create the ink.....that does nothing to help me get my ideas out quickly.
☯🐉 "To define Tao is to defile it" - Lao Tzu
Edited
10 Years Ago by
planetstardragon
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Sifr
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planetstardragon (10/20/2014) Bingo, makes me happy to see people understand.
Technology is changing so fast, that soon doing all those extra details will be automated. Look at what mixamo does to rigging, sure that's just skinning, but you don't really need much beyond basic skinning for iclone. in iclone, the idea is to present your ideas quickly and efficiently with the best technology possible.
I can take YOUR hard work and character, call him "Jessi Because" - and own intellectual rights so whenever another company purchases your mesh, but calls him Jessi I collect royalties for the idea. Why do I have to worry about how many faces the character has and how perfectly it was assembled...that is not what I'd be leasing. This is an artists approach. It's simply a different world from what autodesk sets as a standard. - Autodesk is after hollywood loves my idea. So getting into all the excruciating details is not super important to me, it's nice to know, but I'll be happy with a few well made presets to get my idea across.
swoop, in retrospect, you are talking about what I need to make a better canvas, and I'm talking about what i need to make a better painting. First thing I need, is to not have to chase a horse to cut it's tail to make a brush, then find the right wood and wrap the hairs on it correctly to spec, then hunt some deer and properly skin them to make the canvas, and seek out a variety of berries in bulk to create the ink.....that does nothing to help me get my ideas out quickly.In your case PDS, you'd probably want to seek copyright/trademark protection.
---------------------------------------------------------------------------------------------- Reallusion iClone & CC Pipeline --- Plugins: Iray HeadShot SkinGen. CrazyTalk Animator Pipeline, CrazyTalk, Maya LT, Daz, Substance Painter Indie, Substance Designer Indie, B2M Pro+ Substance Live, Sculptris, Wrap, Unity, UE4, Perception Neuron Ready SurfaceBook 2 Windows 11 Pro 64-bit Intel(R) Core(TM) i7-8650U CPU @ 1.90GHz -2.11 GHz 512GB Solid State Hard Drive 8GB RAM Nvidia GeForce 1050GTX Dell Alienware m18X R2 18.5" Custom Convertible Tablet Windows 8.1 Pro 64-bit Intel Core I7-3840QM 2.80GHz Quad Core 8 Thread 3.2GHz Turbo 512GB Solid State Hard Drive+1TB X2 RAID Disk Drive 32GB RAM Nvidia Geforce GTX 680m 2GB X2 SLI Custom Multi-touch. Dagi capacitive touch stylus Microsoft Surface Pro 2 10.1" Tablet Windows 10 64-bit Intel Core I5-4200U 1.60GHz 2.3GHz Turbo 128GB Solid State Hard Drive 4GB RAM HD 4000 Graphics Multi-touch Wacom Digitizer screen Surface Pen+Axiotron Studio Pen Asus Vivo Tab 8" Tablet Windows 10 32-bit Intel Atom Z-3740 1.33GHz Quad Core 32GB Solid State Hard Drive 2GB RAM HD 4000 Graphics Multi-touch Wacom Digitizer Wacom stylus.
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planetstardragon
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planetstardragon
Posted 10 Years Ago
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Group: Forum Members
Last Active: 2 Weeks Ago
Posts: 11.5K,
Visits: 45.9K
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ya, i do it with the music through writers societies, now working on marrying the animation to the music, as opposed to marrying the music to the animation. Re-inventing the wheel lol
☯🐉 "To define Tao is to defile it" - Lao Tzu
Edited
10 Years Ago by
planetstardragon
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mtakerkart
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mtakerkart
Posted 10 Years Ago
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Group: Forum Members
Last Active: 13 hours ago
Posts: 3.1K,
Visits: 28.0K
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Soooooop!!!!! In your last thread , you talk like us!!!!! Thank you !!! Are you saying iclone 6 will render substance painter in real time? If you look at the Episode 3 work in progresss Kai is playing in realtime with the substance painter , so I thing Iclone 6 will play substance in realtime.... But I'm may be too enthusiastic.
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justaviking
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justaviking
Posted 10 Years Ago
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Last Active: Last Month
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Visits: 26.5K
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sw00000p (10/21/2014)
Are you saying iclone 6 will render substance painter in real time? iClone supports physics, too.... but is physics rendered in real time? In a word... Yes. PBR (physically based rendering) is not ray tracing, and it can be done in real time. Fortunately, "real time" does not need to be 100 fps for our purposes, though you will still want a good graphics card so you're not previewing your animation at a choppy 10 fps. Physics? Yes, that should be realtime too, thanks to iClone implementing PhysX .
iClone 7... Character Creator... Substance Designer/Painter... Blender... Audacity... Desktop (homebuilt) - Windows 10, Ryzen 9 3900x CPU, GTX 1080 GPU (8GB), 32GB RAM, Asus X570 Pro motherboard, 2TB SSD, terabytes of disk space, dual monitors. Laptop - Windows 10, MSI GS63VR STEALTH-252, 16GB RAM, GTX 1060 (6GB), 256GB SSD and 1TB HDD
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justaviking
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justaviking
Posted 10 Years Ago
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Last Active: Last Month
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Oy. iClone currently displays a maximum of 2 camera angles while rendering. (I have requested more, mostly to aid positioning objects.) iClone only RENDERS one camera. Currently. Resolution? If you fill your project with a ton of complex props, a lot of walking and talking avatars, turn on physics, and run it at a 4k (or higher) resolution, well of course your realtime frame rate will decrease. So in that case, shrink the size of your "video window" in iClone to reduce the number of pixels your graphics card has to pump out. But that won't affect your RENDERED VIDEO. You talk as if iClone was actually a game. Even if my "realtime" (while editing) is at a marginal 18fps, and even if it renders at a slower rate of 7fps... my video file will play full HD quality at a silky smooth at 30fps if that's what I rendered it to. Lastly... I don't work for Reallusion. But my statements about iC6 supporting substances are based on my understanding of what I saw in the "WIP" video posted by iClone, and my statements about physics are based on a reasonable interpretation (IMH) of what they stated regarding support for DX11 and Nvidia PhysX. Really, you should spend some more time using iClone and then review the "iClone 6 Work in Progress" videos. ADDED... Do I have to fall on my sword? I'm willing to be corrected. Have I mashed up "dynamic textures" and physically based rendering"? Substances vs. materials? I'm starting to lose track of what I've seen and read on this forum vs. other places. If I'm overstating capabilities, please let me know. But I stand by my other comments regarding "realtime," resolution, number of cameras, and physics. ONE OF THE "TEASER" VIDEOS... Jump ahead to T=1:12 where they talk about dynamic textures.
iClone 7... Character Creator... Substance Designer/Painter... Blender... Audacity... Desktop (homebuilt) - Windows 10, Ryzen 9 3900x CPU, GTX 1080 GPU (8GB), 32GB RAM, Asus X570 Pro motherboard, 2TB SSD, terabytes of disk space, dual monitors. Laptop - Windows 10, MSI GS63VR STEALTH-252, 16GB RAM, GTX 1060 (6GB), 256GB SSD and 1TB HDD
Edited
10 Years Ago by
justaviking
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animagic
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animagic
Posted 10 Years Ago
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Last Active: 15 minutes ago
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I think there is a distinction between the requirements for preview and for final rendering. Preview you would like to be as real-time as possible, but there will be some loss in quality or a lower FPS rate. Final rendering to video is fast but not necessarily real-time, depending on the complexity of the scene, even with the current iClone, which is OK. It's still faster than other software I've worked with. Physics simulation in IC5 is not necessarily real-time. For optimal results the recommendation is to run the simulation by frame. However, for simple setups the speed is sufficient to make it real-time. After running a simulation, the physics is baked, except for soft-cloth simulation. Baked physics works like a regular animation clip and can be run in real-time.
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Rampa
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Rampa
Posted 10 Years Ago
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Group: Forum Members
Last Active: 11 minutes ago
Posts: 8.1K,
Visits: 60.3K
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Frame rates are quite variable in real-time systems sw00000p. Thirty is a good minimum for twitch games, but iClone stays usable down to much lower frame rates. For me, it tops out 64 FPS, but my monitor has a slow response, so it looks more like 30, no matter what. If you have a complicated scene, iClone will skip frames as needed to keep the display current. If you set it to "by frame", it will display every frame, and, with a complex scene, create a slow motion effect. This only effects the preview. Rendering is by frame but at the specific frame rate intervals the user specifies. The more (higher), the smoother the perceived motion will be.
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