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Messages - Fluss

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1
Bug Reporting / Re: AMD vs INTEL Far Bump Calculation
« on: Yesterday at 16:59:23 »
Just to let you know and to avoid any confusion, I'm not part of the corona team.

I tested on both xeon V3 and V4 and I can confirm that I have the same artifacts as you. Really strange.

2
Bug Reporting / Re: AMD vs INTEL Far Bump Calculation
« on: Yesterday at 14:10:02 »
Yep, I'm worried as well and might reconsider buying threadrippers anytime soon, just for consistency purposes. I don't say AMD chips are the cause of the issue. Actually, it looks like Intel's renders have artifacts that AMD's ones do not have.

Are you able to upload that scene so we can test it on our side?

3
News / Re: Sad News
« on: 2019-12-03, 17:20:37 »
Deepest condolences to his family and loved ones. And for sure, the whole industry will miss such a smart mind. He left this world way too soon...

4
Gallery / Re: Temple of Urban Food
« on: 2019-12-03, 17:09:21 »
Very cool, congrats!

5
Hardware / Re: Threadripper Builds
« on: 2019-12-03, 11:31:40 »
So there is still room for better temps, I'm just wondering why there are so many discrepancies between the two build, one hitting 90C at 4.15 and the other one hitting 74C @4.2.

That 3970x is really interesting and I was shocked when I saw the CB20 score. My dual-Xeon 2696v4 scores 11800 cb - 34s corona bench. 17400 cb @stock is a massive boost! Oo

How does it behave on air with something like a D15? I'm not a big fan of loops in Workstations.

6
Hardware / Re: Threadripper Builds
« on: 2019-12-03, 10:45:30 »
That looks like a beast indeed, and it's absolutely gorgeous! Notice JayZ and the guy in the other video are both using the same heatspreader, hence my surprise

7
Hardware / Re: Threadripper Builds
« on: 2019-12-03, 09:50:15 »
This looks a bit high on custom loop imho. If you look at that :


You'll see that JayZ is getting max 74°C @4.2GHz with CPU and GPU cooled in his custom loop. That's a huge difference there. He also run a shitload of radiators on this setup (and AMD might also have chosen a golden sample for him).

8
Feature requests / Re: Improved Animation Support
« on: 2019-11-29, 18:28:17 »
- What exact hardware was used?

Well it's two years old and I guess at the time he was on a 4x 1080TI setup.

- What is the cost of the hardware used?

So probably 4x the cost of a 1080TI when he bought them hehe :)
 
- What was the power consumption?

a lot
 
- What did raw footage look like (before post processing)

haven't seen it

- What resolution was it originally rendered in?

1080p

- What was the original fps?

do not know
 
- Was there some kind of denoising involved?

I think there was no denoising involved, Fstorm do not have denoiser and I never seen him denoise a render. They have beast PCs full of Titan RTX now and they always had beast machines.


What's really makes it working ->Real camera moves (it's a tracked footage), tone mapping for sure, animated DOF and exposure, motion blur and attention to details. Fstorm really is good at keeping details from distance (was mentionned multiple time already). Bloom and glare is also nice in fstorm. And that feeling of softness in the render while still keeping some details from far. And RESPONSIVENESS while working material -> GPU = instant feedback with a beefy computer, especially in that kind of scene.

I made some test some times ago and RAW images in Fstorm (no tonemapping at all) do not look better than what corona produce. So that's all about tone mapping and grading.

If you really wanna see how he usually works in Fstorm, check his patreon, there are some step by step videos. and also his youtube channel :

9
General Discussion / Re: What's 2.5D displacement?
« on: 2019-11-29, 13:44:51 »
If old displacement is considered 3D, then how many Ds vector displacement has? o_O

I liked it

10
Hey Ricky,

I'm also a freelancer doing animations. I was used to rebus and it worked quite well then I tried ranchcomputing and I was not disappointed or missing anything: https://www.ranchcomputing.com/fr . It works nicely, the launching process is easy and it's cheaper.

11
Feature requests / Re: Improved Animation Support
« on: 2019-11-29, 13:08:28 »
You can do the exact same thing in Corona. Use PT+PT (like Fstorm) and you're good to go, no GI pre-calculation. Now this is the debate between GPU and CPU. GPU is faster but limited by VRam. There is no perfect solution. Also, note that Fstorm heavily clamp GI to maintain fireflies (much more than Corona by default).

12
Feature requests / Re: The most wanted feature?
« on: 2019-11-29, 07:01:04 »
What exactly is meant by "DSLR style tone mapping"?

Tone mapping that works like an actual DSLR camera's response (which can't be faked with LUT's), specifically in terms of dynamic range (no ugly murky greys), pleasant highlights/burnouts, natural colour shift in relation to exposure e.t.c.

At the moment Corona's tone mapping is very much in the realm of "CGI". Compare it to that of Fstorm and the difference becomes immediately noticeable. It's not a case of GI/light algorithms, it's purely how the the final image is tonally mapped using some sort of transform matrix to produce a pleasant and convincing "real" image.

It is the single biggest factor imo to producing a convincing image. You can have 100% spot on materials, lighting and modelling but if the tone mapping puts a 2005 Mental Ray sheen over it, it will never look great.

For some examples of great tone mapping take a look at: https://www.behance.net/Johannes_L You'll notice just how balanced and "real" the images are. No ugly black crush, no washed out grey mids, no overly burnt cellphone style highlights, no neon colours under burnouts.

There are multiple things to say here. Fstorm is not the magic secret trick tho. Johannes uses custom LUTs to reach is look. Some of the renders are retouched in post.
That said, Fstorm is using ACES workflow which make a hudge difference in color gradation. That's what I observed from my tests in Vray. It just feels more natural. But it also comes with render penalty. If you want to do it the right way, you'd better render in ACEScg colorspace. So you need to convert your textures in that colorspace. If you do that at rendertime, it will bring some overhead. What's more, you have to implement color management ( maya style is great) to di it properly too.
So that's not an easy topic, devs needs to think hard about this.

13
Hardware / Re: Threadripper Builds
« on: 2019-11-11, 10:25:10 »
I think CPU usage while rendering GI is more related to the number of core rather than the CPU brand. I observed the same behavior on my dual intel Xeon 2696 v4 (44 cores/88threads). It does not use every core available.

14
Work in Progress/Tests / Re: romullus wips
« on: 2019-11-07, 08:49:48 »
I love your favorite car model!

15
That's crazy... and speaks a lot how they've been milking users all those years. Do they also lower prices for their consumer platform? Although i kinda lost motivation to support such company.

This, 10 times. I'm so hyped AMD is back to the race! I hope they'll manage to catch up with Nvidia on the GPU side as well, which seems a bit more difficult

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