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Everything 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)
  2. 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. 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. It works for me. Although, it would have been great if the clones moved into the new volume rather than just changing in just one frame
  6. 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.
  7. 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).
  8. Were you able to find a solution? Also, have your tried the Point Cache under Character menu?
  9. I'm gonna go out on a limb here and suggest you to play with Phong Tag settings and see if that changes anything. It's the one right next to Sweep NURBS (2 brown spheres).
  10. 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
  11. You haven't seen useless until: http://www.iphonefingernipple.com or http://www.phonefingers.com
  12. 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.
  13. Great find! Thank you for the heads up.
  14. 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.
  15. 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
  16. 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.
  17. Priceless info! Thank you very much Govinda.
  18. 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?
  19. I'd like to get a concrete answer on this as well. I believe in the past, it was possible to alter velocity independently but now that the timeline has been given a make over, it's just not possible to do so anymore.
  20. Just guessing here, is there any exclude from motion blur tag for that purpose that you might be overlooking?
  21. 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.
  22. Wow, thank you for your generosity. This is an invaluable tutorial; not to mention it's a video.
  23. 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.
  24. wow, great find. loving the video.
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