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Rkhane

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  1. Awesome, thanks for your help! I will definitely check out Blender, I've never used it before. I'm just happy I can open the model now!
  2. It's for sculpting. I tried to import the OBJ but it crashes (says it is out of memory) and shuts the program down before it can get to the tool options window Even though I figured it out with Zbrush, I would still like to know a way around it in 3d Coat. Maybe too many polys or too big for a OBJ file?
  3. Okay, downloaded full trial of Zbrush, loaded the ZTL file, imported as a tool, pre processed the image (took 14 minutes), then decimated it to 2mil polys, exported as a obj and imported into 3d coat, no problems Thanks for the help, that was crazy!
  4. Tried opening it in NetFabb, didn't work. That's the only other app I have. It came with a ZTL file but I don't have Zbrush either.
  5. Hi! I purchased a 3d model and went to open it, but it would not open. It said not enough memory but I have plenty of RAM(32gigs). I even adjusted the virtual memory in windows 8 and it gave me the same error. The file is a OBJ format and is 995 megs large. I have included a link to the file in my Drop Box if you wanted to give it a shot at importing it. https://www.dropbox.com/s/gfi89zsxrz4gjj2/Generic%20Male.OBJ?dl=0 I'm not sure what the problem is, i've imported tons of OBJ's without issue. Maybe it's the size?
  6. Installed GPU Z today, GPU stayed at 99% load during the entire render for 28mil poly file. Before the render GPU was much lower, 3-4% load. I then loaded a 4mil poly model that the graphics card handles with ease. When rendering GPU load stayed at 99% again, sometimes dropping to 98%. Both renders were at 15360x8224 pixels. During both renders, 1 CPU core and its second thread stayed at 100% the entire time. Memory controller stayed at 44% while moving, manipulating and later rendering the 28mil poly model. (128bit bus, GDDR5). The 28mil poly file used 1400 megs of ram out of 2000. The 28mil poly model rendered in 19+ minutes. The 4mil poly model rendered in 4+minutes. So from this I would possibly conclude: 3d Coat Render Room relies mostly on GPU as opposed to CPU. Does not use Cuda Cores to render faster. Well thanks for listening to me work through this Just shocked me that 3d coat renders with GPU as opposed to CPU. When doing research, you always here about rendering with CPU. I guess 3d Coat renders out like a video game engine would, pretty cool, good to know, lol
  7. Hey guys, recently upgraded from a 2.66 core 2 duo 8gigs ram to a i7-4790 4GHz 16gigs ram. Expected some performance gains, ran some test renders against my old machine for rendering out a massive image in the render room. Both machines used my Nvidia 750ti, 2 gigs ram Test: 28million poly render to PNG at 15360x8224 pixels. (For printing art for a 16x20in poster at 300dpi...) All tests were done in 3dCoat 4.1.17 2.66 core 2 duo - Rendered the PNG in 18:07min - 3dCoat64BitCuda - OpenGL i7-4790 4GHz - Rendered the PNG in 19:37min - 3dCoat64BitCuda - OpenGL i7-4790 4GHz - Rendered the PNG in 31:19min - 3dCoat64BitCuda - DirectX - What, LOL! i7-4790 4GHz - Rendered the PNG in 19:32min - 3dCoat64BitOpenGL - No Cuda Also noticed some interesting results. - The OpenGL version taxed 1 thread at 100% and used another thread here and there, 25% at the most. 3dCoat64BitCudaOpenGL - The DirectX version taxed two threads evenly at about 10% total load as opposed to one thread heavily. 3dCoat64BitCudaDirectX - Neither render used more than 2 threads out of 8 available. So things I learned possibly: 1. 3d Coat Render Room is heavily GPU reliant and not CPU reliant as my new CPU had no positive effect on the render time? After doing a lot of research into 3d rendering, I thought this was mostly CPU based? 2. Open GL Rendering seems to run DRASTICALLY faster. That was a shock... 3. The Render Room seems to only take advantage of 1-2 cores at best. 4. CUDA does not seem to affect render times as the Cuda and non-Cuda renders were very close. I do a LOT of rendering in the Render Room for my work and would like to figure out how to speed up my render times drastically in 3d Coat. Hoping for some help and understanding in this, thank you!
  8. Thanks guys for the comments! The original Quake rocked Great style!
  9. Yeah, big muscles, was going for the Arnold in Predator style look with a little Gears of War but more lean. The normal (non-characters) will have toned down muscles a bit, though one more special character will have slightly bigger muscles (think Captain Stone-Liam Sharp). Yeah for shaders I choose carefully, each object/mesh gets its own shader so it will look good. I actually paint with specularity quite a bit. You can also kill the specularity by going negative with it in the layer options. So if you went Spec and didn't mean to you can put like -1 for that specific layer option and it kills it. Or if you forgot to paint it you can go +1 and it will put it in, very cool. I have played with multiple lights and you can do highlighting and stuff pretty decently actually, I guess I was thinking more along the lines of rigging a scene with terrain etc you know? Choose how close the light is, how far away, or move it so the light itself is focused on just one area of the model/scene. Fun stuff, used to play with that years and years ago in Poser/Bryce. Was very nice and very easy to learn and set up.
  10. I dig the concept art made by Jane, you and those in the studio are very talented!
  11. No, both my former (now dead) evga 8800 gts and evga GTX 460 worked the same. GL responded the best for me. Makes me think its my system config or something... At first I thought maybe DX wasn't up] to date but that's not it either. I'm happy though, no complaints here, runs great in GL, just odd that it does so better!
  12. Hmmm... I don't mind the rendering speed at 1920x1080 in the render room, it only takes a couple seconds to render it and make it look nice at 30 mil polys with Realtime Render turned on. However when I render out a large file for print and choose a folder to save it in as BMP/PNG, yeah, a 9000x5000 takes maybe 6-7 minutes to render the file. However if I am not mistaken rendering to file (not for preview) is largely processor based correct? When my last video card died just over a month ago I was forced to use my old 512meg asus card, like really old, about 9 years old, and while it had a huge and slow impact at looking at anything in the renderoom with Realtime Render turned on, it really didn't seem to have an impact for rendering a 3d turnaround to BMP's VS my card that died which was much faster and had CUDA. The old ASUS card kind of choked a bit on the first few renders because it initially tries to display them when you are rendering out to file, then it just steamed along and rendered the BMP's for a turnaround pretty much at previous speeds. For DX, I'll just post something from another thread with ABNRanger: (My reply) That's bizzare, I have the opposite experience. I'm on Win 7 pro 64 bit, Service Pack 1, Direct X 11 installed, 2.66 Core 2 duo, 8 gigs system ram, GTX 750ti 2gb (Was using a EVGA GTX 460/768meg version but it died, humorouosly speaking the 750ti is about 3x faster for displaying renders especially with large poly counts 20mil+ despite the 750ti having a lower memory bus, 128 VS 192bit, I think the higher ram amount made the difference). As you said but with Direct X, easily noticeably slower when moving the camera around while working, it just drags in DX but is substantially faster in OGL. Just checked it again with a 28mil triangle model, the GL version displays way smoother and flies when moving the camera around. The DX version displays okay but the camera has very noticable lag and stutters when moving around. I would say the GL version is twice as smooth/fast for me. I can't figure that out but eh, It's great to have the options! Kind of trippy for everyone else to have better performance with DX than me, kind of making me wonder what's up on my side of things
  13. Very nice. Great model's as well, that looks like it took quite some time. I've used Shapeways a lot for printing/prototyping, good experience as long as you understand the materials ins/outs.
  14. Aye, thanks! Here's base model of the Colonel, no paint:
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