|
Author
|
Message
|
|
rampart
|
rampart
Posted 9 Years Ago
|
|
Group: Forum Members
Last Active: 8 Years Ago
Posts: 1.4K,
Visits: 5.1K
|
animagic (12/6/2017) To get real-time, go outside and take a walk...:PLOL :w00t:
|
|
|
|
|
Pixtim
|
Pixtim
Posted 9 Years Ago
|
|
Group: Forum Members
Last Active: Last Year
Posts: 516,
Visits: 10.7K
|
hehe you're right Animagic! Go zou! I'm going for a walk! as long as you do not have a quantum computer it is useless!
|
|
|
|
|
TonyDPrime
|
TonyDPrime
Posted 9 Years Ago
|
|
Group: Forum Members
Last Active: 2 Years Ago
Posts: 3.4K,
Visits: 12.4K
|
Pixtim (12/6/2017)
You do not know what are the interactions that have been put on this fur effect. Are there collision detectors for objects? the body ? may even be detectors on each element of the fur to prevent the hair from crossing itself ... Is it zone or mesh detection? How many levels of subdivision are there? There is ambient occlusion and can be global illumination .. was this set to optimize a preview? there is even fuzzy reflection on the ground ... I used to work with particles with X-particles for which I have some control. it is a good particle engine and I can tell you that most of the time, I have to cook my simulations to be able to look at them correctly. I use to work with X-particles for which I have some control. it is a good particle engine and I can tell you that most of the time, I have to cook my simulations to be able to look at them correctly. So what you are saying is that it will be like FumeFX or PhoenixFD, where we have to run a simulation to bake the animation, like a SoftCloth? Otherwise you saying that with all that is going on beneath the hood with that fur effect, we'll be lucky to have a stick figure animate smoothly in real time. This would clearly not be optimized, which is what I was initially saying. It needs to be optimized! So you actually agree with me here. Regarding this famous machine, it is intended to produce real-time images for the architecture, in 4k and with the rendering engine Octane. I think there are 4 top-notch graphics cards that are only there to help with the calculation. After I'm not at all able to explain what he put in it, all I understand is that there are a lot of things that are connected in derivative to increase the processing of graphics data. ...
Wait a minute...just 4, or 5, GPUs, on Octane? At 3840 x 2160 (UHD)? Even if the Best GPU, per Octane Render Benchmark, the Titan X Pascal, or I'll say with Xp, this will clearly not be real time. I use Octane so I know first hand that 5 Pascal full overclock, at 3840 x 2160 mind you, will take, at best, 30-40 seconds to fully render. I love Octane, it is beautiful...It's fast, but not iClone speed fast. Certainly not real-time. It is completely dependent on GPU, there is NO secret GPU usage for calculations going on other than raw render speed. I mean we are talking about 4K - 3840 x 2160- you know? come on....
OK.... burger making at the chain for you and rabbit mustard sauce made by a great cooker for me (that's what I ate earlier .. it was excellent! :))
I know a guy who managed to block the rendering farm of a big company special effects by launching a calculation of a scene with a dozen characters and some elements of scenery ... The whole scene was set to receive more than 30 subdivision meshing levels! we could have seen the inside of the pores of the characters' skin!
Well, I'll stop telling jokes to make you angry but I'm just saying that any machine and any software can be killed with uncontrolled and unoptimized 3D scenes. What I see in this demo is roughly dynamic considering the interactions with lights and objects. and so I think it's still abusive to say in capital letters to developers: OPTIMIZE NOW ...
I think sometimes it's also a good thing to see the work that has been done ..
Wait, what? Whatevever rendering farm you are speaking of would have taken along time to render such detail. So, this has nothing to do with real time.
But anyway, if you want slow-down lagginess, that is fine for you. But not me! I want 50 CC2 avatars running around a full scene, with explosions, some wearing fur coats that move as they run. We can't have sliders moving sluggishly. OPTIMIZE NOW!!!
PS - if anyone says that it is 'bad' somehow to ask for more, they are revealing they hate the idea of the mass of iClone users having, at a low price, what they or their friends paid $ to achieve. A very Anti-hobbyist mindset. A shame. But what can you do...
|
|
|
|
|
mtakerkart
|
mtakerkart
Posted 9 Years Ago
|
|
Group: Forum Members
Last Active: 2 Months Ago
Posts: 3.2K,
Visits: 29.2K
|
I want 50 CC2 avatars running around a full scene, with explosions, some wearing fur coats that move as they run.
I wonder where did you see this kind of scene in realtime...... Some Exemple ?
|
|
|
|
|
eternityblue
|
eternityblue
Posted 9 Years Ago
|
|
Group: Forum Members
Last Active: Last Year
Posts: 769,
Visits: 2.7K
|
mtakerkart (12/7/2017)
I want 50 CC2 avatars running around a full scene, with explosions, some wearing fur coats that move as they run.
I wonder where did you see this kind of scene in realtime...... Some Exemple ?
I dunno, in real life I see groups of 50 people running around all the time. The explosions and fur coats, not so much. But it would be really great if we got some sort of decimate function in CC to create simple meshes out of our characters, so we could reduce our designs into background characters that are very optimized for animation.
~~~~~~~~~~~~~~~~~~
My system: i7 3770 Gtx1060 6GB
|
|
|
|
|
TonyDPrime
|
TonyDPrime
Posted 9 Years Ago
|
|
Group: Forum Members
Last Active: 2 Years Ago
Posts: 3.4K,
Visits: 12.4K
|
mtakerkart (12/7/2017)
I want 50 CC2 avatars running around a full scene, with explosions, some wearing fur coats that move as they run.
I wonder where did you see this kind of scene in realtime...... Some Exemple ?
When Viserion and the NightKing attacked the wall!
|
|
|
|
|
Kelleytoons
|
Kelleytoons
Posted 9 Years Ago
|
|
Group: Forum Members
Last Active: 2 Years Ago
Posts: 9.2K,
Visits: 22.1K
|
In that particular instance you could very well get away with using particles (like the ants crawling on the food they show in the demo). This combined with, say, some Anima closeup people ought to be able to be pretty convincing even in Real Time in iClone. I stay out of discussions like these because it's a bit like arguing about angels on the head of a pin -- we won't really have any definitive answers about performance until release, and it's unlikely that RL is actually NOT trying to make it as efficient as they can, so why bother talking about it? But some people don't have a life <g>. (Although if I had to lean I'd say don't worry about particle performance at all -- in every single engine I've ever used -- and I've used dozens of the most professional ones around -- there is always an option to display much fewer than rendered, so you can get just an idea of what's happening in real time. That's all we need here and I'm POSITIVE we'll get it).
Alienware Aurora R16, Win 11, i9-149000KF, 3.20GHz CPU, 64GB RAM, RTX 4090 (24GB), Samsung 870 Pro 8TB, Gen3 MVNe M-2 SSD, 4TBx2, 39" Alienware Widescreen Monitor Mike "ex-genius" Kelley
|
|
|
|
|
TonyDPrime
|
TonyDPrime
Posted 9 Years Ago
|
|
Group: Forum Members
Last Active: 2 Years Ago
Posts: 3.4K,
Visits: 12.4K
|
eternityblue (12/7/2017)
mtakerkart (12/7/2017)
I want 50 CC2 avatars running around a full scene, with explosions, some wearing fur coats that move as they run.
I wonder where did you see this kind of scene in realtime...... Some Exemple ?
I dunno, in real life I see groups of 50 people running around all the time. The explosions and fur coats, not so much. But it would be really great if we got some sort of decimate function in CC to create simple meshes out of our characters, so we could reduce our designs into background characters that are very optimized for animation. A decimate function in iClone...has this ever been requested? I know it's brought up when talking of moving a character from Daz to iClone, but I don't recall it being discussed or imagined within iClone itself. An actual decimator, in Clone itself, giving users the ability to render the scene more renderable. And likewise, akin to suggestions by Mtakerart and Pixtim about optimizing the scene within iClone itself. Would be a very powerful tool indeed! Especially if you have something where you want to layer particle effects on top of an avatar and can indeed sacrafice the avatar's resolution.... Q - Actually, can you bake an avatar's textures onto it, as a single texture, in iClone currently? Would it first have to be made into a single uni-mesh? Imagine being able to maintain resolution, baking an avatar's mats onto one texture, over a single mesh, and have the avatar retain all the timeline-animation/bone/morph features.
|
|
|
|
|
eternityblue
|
eternityblue
Posted 9 Years Ago
|
|
Group: Forum Members
Last Active: Last Year
Posts: 769,
Visits: 2.7K
|
TonyDPrime (12/7/2017)
eternityblue (12/7/2017)
mtakerkart (12/7/2017)
I want 50 CC2 avatars running around a full scene, with explosions, some wearing fur coats that move as they run.
I wonder where did you see this kind of scene in realtime...... Some Exemple ?
I dunno, in real life I see groups of 50 people running around all the time. The explosions and fur coats, not so much. But it would be really great if we got some sort of decimate function in CC to create simple meshes out of our characters, so we could reduce our designs into background characters that are very optimized for animation. A decimate function in iClone...has this ever been requested? I know it's brought up when talking of moving a character from Daz to iClone, but I don't recall it being discussed or imagined within iClone itself. An actual decimator, in Clone itself, giving users the ability to render the scene more renderable. And likewise, akin to suggestions by Mtakerart and Pixtim about optimizing the scene within iClone itself. Would be a very powerful tool indeed! Especially if you have something where you want to layer particle effects on top of an avatar and can indeed sacrafice the avatar's resolution.... Q - Actually, can you bake an avatar's textures onto it, as a single texture, in iClone currently? Would it first have to be made into a single uni-mesh? Imagine being able to maintain resolution, baking an avatar's mats onto one texture, over a single mesh, and have the avatar retain all the timeline-animation/bone/morph features. Reallusion is also trying to sell CC/iClone as a content creation tool for gaming, I really think a decimator has to have been discussed by them internally. It just has to have come up.
~~~~~~~~~~~~~~~~~~
My system: i7 3770 Gtx1060 6GB
|
|
|
|
|
pka4916
|
pka4916
Posted 9 Years Ago
|
|
Group: Forum Members
Last Active: 3 Years Ago
Posts: 366,
Visits: 1.4K
|
How do you export it from PopcornFX ? I added all the items in a project and can open it up and select whatever and i see it... But how to export?
|
|
|
|