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lumaform

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Posts posted by lumaform


  1. I just built a SR-2 & 2 x Intel Xeon E5620 (2.4Ghz) based system for a client and pretty much overclocked it to 3.8Ghz within a day.

     

    8 cores / 16 threads running @ 3.8Ghz with 24GB RAM + Nvidia GeForce GTX 470 + 128GB SSD for OS + 3TB (RAID 5) of storage space. Now that's what you call a budget monster workstation ($4000 worth of hardware). Take a look at the attached screen. I'm scoring 13.01pts in Cinebench R11.5.

     

    Basically this machine is waaaayyyy faster than a 8 core 2.93Ghz Mac Pro that would cost $7500. Also, it's almost on par with 12 core 2.66Ghz Mac Pro, which would cost around $9500.

     

    14.03 ($9500) > 13.01 ($4000) > 10.7 ($7500)

     

    70360048.jpg


  2. Man, I have had 4 EVGA cards to date, all of which have died. I couldn't fathom actually paying that company $600 for a motherboard.

     

    Edit: And after looking at the first review on Newegg.... I am completely unsurprised.

     

    I actually never owned an EVGA board myself but at the moment, there is no other alternative to this board. I've seen a lot of people that own this board and are completely satisfied. This board is a little above my pay grade but if I had the dough, I would definitely buy one of these with the XEON(s) over Core i7 980x any day of the week.

     

    Core i7 980x paired with a decent board will be around $1300. 2 x E5620 + EVGA SR-2 will be around the same but you'll gain 2 more physical cores and 4 more threads.


  3. Currently, by far the best workstation you can build:

     

    1 x EVGA Classified SR-2 Motherboard (Dual socket and intended for overclocking)

     

    2 x Intel Xeon X5650 factory clock'd at 2.66Ghz (6 cores each but based on 32nm technology)

     

    1 x Kingston HyperX 12GB (3 x 4GB) 240-Pin DDR3 SDRAM

     

    So far, this right here will set you back $3100. So for around $4000, you can have a pretty solid machine. Since this motherboard is meant for overclocking, you can have yourself a 12 core / 24 thread workstation that can run 24/7 @ 4.0Ghz. As a comparison, let's take the latest 12 core / 24 thread MAC Pro running @ 2.93Ghz, its Cinebench result is around 15.1 and this beast can reach 20. That's 25% more juice for less dough.

     

    Forgot to mention, if the money is a bit tight, I'd replace the X5650(s) with E5620 (4 cores) and that will save you $1300. You can reach around 3.6 ~ 3.8Ghz with the E5620(s).


  4. Currently, by far the best workstation you can build:

     

    1 x EVGA Classified SR-2 Motherboard (Dual socket and intended for overclocking)

     

    2 x Intel Xeon X5650 factory clock'd at 2.66Ghz (6 cores each but based on 32nm technology)

     

    1 x Kingston HyperX 12GB (3 x 4GB) 240-Pin DDR3 SDRAM

     

    So far, this right here will set you back $3100. So for around $4000, you can have a pretty solid machine. Since this motherboard is meant for overclocking, you can have yourself a 12 core / 24 thread workstation that can run 24/7 @ 4.0Ghz. As a comparison, let's take the latest 12 core / 24 thread MAC Pro running @ 2.93Ghz, its Cinebench result is around 15.1 and this beast can reach 20. That's 25% more juice for less dough.


  5. I'd like to bump this because I seriously could not get this to work. What I did so far is create a plane set it to composition in background. Enabled multi pass for shadow. I want to keep the shadows but the floor isn't being removed for the main render. I might also be doing things wrong in after effects. could someone help me layout the basic layers and this whole inverse luma matte thing?

     

    My project file : http://www.sendspace.com/file/2u59tz

     

    Go into Render Settings. Under Save, expand Multi-Pass image, check Save box and after that, you can specify which format you want. Without this option activated, Cinema 4D will not render out your Multi-Passes.

     

    Good luck.


  6. TP/simple particles can NOT be cached.

    and since you're creating new geometry continuously I do not think point caches or even baking PLA would work...as i don't think they can handle the introduction of new points once they have been started.

    I don't even think you could use any of the current hacks for baking dynamics etc...as once again you are introducing new objects continuously into the scene.

     

    Makes sense but what happens when it comes to rendering it through Net Render? Wouldn't the particle output vary between different render nodes/different CPU(s)?

     

    How about Function / Bake Particles (All the way at the bottom).


  7. This forum has some educated people when it comes to displays:

     

    http://www.hardforum.com/forumdisplay.php?f=78

     

    Even though you may see a bunch of gamers asking questions, there are some gem of a threads there that are pretty educational and takes the guess/risk out of making a purchasing decision.

     

    Take a look at these for starters:

     

    http://www.hardforum.com/showthread.php?t=1330010

     

    &

     

    http://www.hardforum.com/showthread.php?t=1297031


  8. I would bitch about spamming if this thing wasn't so cool.

     

    Edit: I thought it was ony $9, but that was just the S&H. As for the real price: what a rip!

     

    :P No I'm not working for that company nor making any commissions. So no worries about SPAM. As for the price, yes, it's a bit high; as with any other product that's been just released to the market. It shall come down as demand goes up. All the manufacturer's are riding the wave of 3G version nowadays. So any little rinky-dinky silicone cover is $20 at this very moment.


  9. I appreciate the effort, actually the sim runs the entire time... I'm trying to figure out how to tell specific objects in the sim to wait to begin.

     

    I'd be open to doing it with the dynamics module as well, I just find phytools easier to use.

     

    Like I said, I wouldn't be much help with PhyTools but with C4D Dynamics module, you may keyframe those objects to have 0 total mass for those specific times and then assign the needed 0> value to make 'em start falling again. This of course is just a basic suggestion. It requires experimentation.


  10. Dynamics>Solver Object

     

    Now click on Solver Object and under its Attributes, go to Main. There should be start and stop. If you wanted the cards to start falling @ frame 354, you'd enter that value in start but setting the stop is a bit tricky. You'd have to experiment with lots of variables to find out how long it takes to simulate a falling card effect. This of course depends heavily on Gravity strength and cards' total mass and etc. values.

     

     

    EDIT: Hmm, I jumped the gun I guess. I have no clue about PhyTools, sorry :(


  11. damn..

     

    after trying that out, it doesn't seem to help any.. when i switch between keframe mode and velocity mode, they look almost identical. the only difference between the 2 is keyframe mode has icons at the keyframes, whereas velocity mode doesn't. they look nearly the same..

     

    problem is, i would expect velocity mode to have tangents at the keyframes, otherwise there's no real point in having a velocity mode to begin with. am i missing something here?

     

    I was in the same boat as you were. What gets you off your track is the idea of being able to alter the velocity of an animation via a designated velocity mode. This doesn't exist. The way to alter the velocity of an animation is done via F-Curve(s). Let's say you have a simple sphere going from X=0 to X=200 in 10 frames. Upon setting your keyframes, you'd open up timeline. Once the timeline is open, switch to F-Curve mode and find your object from the left hand side and expand it via clicking the [+] sign. Once again expand position and click on Position . X. Now zoom in to get a nice view of the F-Curve representation of the Position . X. The trick is to click on the keyframes' handle to push or pull 'em horizontally. If at the same time you have Show Velocity checked under F-Curve, you'll see that the velocity will change accordingly. One problem that I ran into was the unforeseen (minor) changes in interpolated (in between) frames having to go above 200 or go below 0. To avoid this, check Zero Angle check box on those keyframes under Attribute Manager. This is what I understood according to chris_ & govinda's explanations. Which by the way were immensely helpful. Otherwise, I'd still be stuck in my own little world trying to find a way to alter velocity.


  12. With your mouse over the F-Curve Manager, hit T-3. That'll zero the angle and lock it that way. T-3 again unlocks the zero-angle. One look in the Attributes manager as you do your T-3 will show you what you're doing (you're ticking and unticking 'zero angle').

     

    A lot of good stuff in that T menu, worth learning a few by heart.

     

    Priceless info! Thank you very much Govinda.


  13. When you bring up the 'timeline' window (shift F3) you'll notice you can switch back and fourth between showing the keys and showing the curves by clicking the first button in the upper right hand corner of the window to toggle between the two. Click to show the curves. You can select all the curves by hitting 'command A' or drag and select over whatever you want to adjust. When you select the parameters of what you have keyed in the 'curves' mode, you can adjust the velocity of the selected keys by pulling the tangents left or right in a horizontal manner, keeping the tangents horizontal. If you move the tangents up or down on a selected position key parameter, that will change the position of the path you have animated.

     

    So when adjusting tangents on curves, left to right to adjust velocity (you can hold down shift when moving them to keep the tangents horizontal) and up and down to adjust or change shape of the path. :)

     

    Also, by selecting keyed parameters and right clicking or control clicking with a mac mouse, you can bring up the window to change curves and tangents to linear, step or spline and also apply easy easy, ease in, ease out, break tangents, apply auto tangents, etc.

     

    I usually select all keys in curves mode, right click, make them 'linear' and then apply 'soft' or one of the 'ease' settings as a starting point to simultaneously take any wackiness out of say, my camera path and then adjust the velocity of the key frames.

     

    I hope this helps.

     

    C

     

    It sure helped. Thank you for taking the time to explain it so thoroughly. One more question regarding the tangent adjustments (moving them left to right). How can we ensure to stay parallel when pulling the tangents left or right. It tends to move a bit up or down. I tried holding the shift key but that didn't do anything. Any tips?


  14. constrain a camera with Constraint tag to a moving object therefore logically the moving object isnt supposed to appear as its moving since the camera is attached to it,

    but once you use vray and try motion blur the scene a bit blurs the @#$%@#$ outta the moving object too.

     

    can anyone confirm that vray dev team still need to integrate the constraint tag ?

     

    Just guessing here, is there any exclude from motion blur tag for that purpose that you might be overlooking?


  15. Running Vista Ultimate SP1 64bit without any problems here. My installation DVD had the SP1 already integrated so I never experienced any of the pre SP1 problems that the others had. I've also disabled all the eye-candy that the Vista comes with and many other annoying stuff. I could tell you that it's running just as my XP Pro SP2 did.

     

    But if you are still not convinced, I could advise you to get Windows Server Std. 2008 and customize it to run it as a workstation.


  16. I'm interested as the Quadros are great for Max/Maya work, but pricey - my bro has asked for me to build him a new machine and I think I'm gonna put a GTS in it and if it mods, I'll have that and he can have my GT. If I do it, I'll tell ya how it went...

     

    I would not do that. I also have a 8800GT 512mb card and using the latest drivers, my Cinebench OpenGL result is 6542. They are getting 6823 after the mod. Not much of a difference to let go of your 8800GT. Btw, GT(s) are built on N92 chip rather than N80.


  17. I watched two episodes but i don't feel the editing and the camera work, very stiff and boring. Were they supposed to emulate filming from that area?

    Otherwise the whole plot seems to be a good idea.

     

    I think in the first ep there's a direct reference to the influence of freud in the developpement of advertising:

    century of the self

    more info

     

    wow, great find. loving the video.

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